-General Character-
Name: Ryuken Konori.
Type: Player.
Code Name: "Spirit Lord"
Race: Humanoid - Human.
Gender: Male.
Height: 6'1
Avatar Age: 35
Karma Value: +200
Alignment: Chaotic Good.
Occupation: Guildmaster.
Guild: Omurice.
Class(s)-
-Soul Reaper -High- Lv10
—Info: 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 Zanpakuto, you purify them and send them off into the afterlife, back into the reincarnation cycle.
-Zan Specialization -High- Lv10
—Info: Zan, short for Zanjutsu, refers to sword fighting techniques.
-So Specialization -High- Lv10
—Info: So, or otherwise referred to as Hoho (Agility) is a defensive style of fighting which relations to footwork.
-Ki Specialization -High- Lv10
—Info: Ki, or otherwise referred to as Kido (Spirit Arts), is focused on combat using magic.
-Quincy -High- Lv10
—Info: Quincy specialize in hunting Hollow that threaten humankind. From they're ancestors they've learned to traverse the wilderness, to the current Quincy which have adapted and now hunt within the urban jungle. Quincy learn to track their foes as a predator does, moving through the brush and rubble, or maze like street blocks.
-Krieger -High- Lv10
—Info: You focused on melee training over archery.
-Zauberer -High- Lv10
—Info: You begin to focus on spellcasting instead of archery.
-Fullbringer -High- Lv10
—Info: This ability enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to "pull" on this soul, Fullbringers can manipulate the obiect's movement or even alter its physical characteristics. For example, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile. Unlike other spiritual beings, Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly. While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the world. However, they do carry their abilities into the afterlife.
-Assassin -High- Lv10
—Info: You are trained and proficient in the grim art of death.
-Infusionist -High- Lv10
—Info: Through your fullbring, souls of other objects have spoken to you. Allowing you the ability to tinker with items.
-Abilities-
Lv: 100
Race Lv: 0
Job Lv: 100
-Stats-
HP: 70
MP: 70
Phy. Atk: 80
Phy. Def: 40
Agility: 60
Mag. Atk: 80
Mag. Def: 30
Resistance: 100
Special Ability: 100
Total: 630
Class Skills-
-Soul Reaper-
*Unarmored Defense:(Passive) This skill allows the user to gain a base amount of defense rating which reduces damage so long as the user doesn't wear any form of armor.
*Hakuda:(Passive) This skill allows the user the ability to induce unarmed damage at a set rate instead of dealing the minimal amount of damage, this allows the user to fight using unarmed attacks.
*Shunpo:(Active)(1/Day) This skill allows the user to achieve instantaneous movement that can't be seen with the human eye, this grants the user the ability to move instantly almost akin to the spell Misty step as such the user can use Shunpo to triple their base movement speed to effectively 'teleport' within their movement speed.
*Zanpakuto:(Passive) This skill grants the user the class based item known as a Zanpakuto or Spirit Sword, this is the primary weapon for the Soul Reapers and wielding this is considered being proficient with the weapon dealing increased base damage of the weapon, for further information look at the Zanpakuto Item in the equipment section.
*Indomitable:(Active)(1/Day) This skill allows the user to succeed on a bad roll for any skill check essentially pushing for success however this skill can only be used once per day.
*Enhanced Durability:(Active)(1/Day) This skill allows the user to cheat death, this grants the user the ability to push to 1HP if the user ever reaches 0HP, the user can only use this skill once per day.
*Timeless Body:(Passive) This skill allows the user to adopt the enhanced lifespan that is Soul Reapers, this causes the user to age once every 10 years which 100 years is about a decade, this replaces any lifespan for whatever race the user is.
*Epic Boon:(Passive) This skill grants the user the ability to obtain a very powerful skill known as boons, boons can only be gained usually through the Gacha System which requires money.
-Zan Specialization-
*Zanjutsu Practitioner:(Passive) This skill showcases the users specialization when it comes to utilizing the sword as such they gain the following traits.
The user becomes proficient in strength and constitution Saving throws.
The user becomes proficient in two of the following skills; Athletics, Acrobatics, History, Animal Handling, Insight, Perception, Survival, Intimidation
The base damage of the user's zanpakuto also increases.
*Zanjutsu Prodigy:(Passive) This skill allows the user the ability to gain a fighting style that best fits with the user, the fighting style is a passive trait which enhances so long as the user utilizes the prerequisites to gain the benefits.
*-Dueling: This fighting style allows the user to gain a damage bonus so long as the wield a weapon with one hand and no weapon in the other hand.
*Zanjutsu Adept:(Passive) This skill grants the user one free Zanjutsu Skill from the Shinigami Skill Tree with the Zanjutsu prerequisite.
*-Agitowari:(Active)(1/Day) This skill allows the user to make a powerful downward two handed slash of their weapon, this is strong enough to deal double damage to objects and structures and if connected to an organic target then they take 3 times the base damage of the zanpakuto however this skill can only be done once per day.
*Zanjutsu Expert:(Passive) This skill allows the user to gain a passive boost to the base damage when utilizing a zanpakuto as the primary weapon.
-So Specialization-
*Hoho Practitioner:(Passive) This skill showcases the users specialization when it comes to utilizing Speed and Footwork, they gain the following benefits.
The user gains proficiency in Dexterity and Intelligence Saving Throws.
The user gains proficiency in two of the following skills; Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
The user now can quadruple the movement speed granted by the Shunpo Skill from the Soul Reaper Job Class instead of triple.
*Hoho Prodigy:(Active) This skill allows the user the ability to expend the use of the Shunpo skill to halve any incoming damage that they suffer by half of the total amount of damage.
*Hoho Adept:(Passive) This skill grants the user one free Hoho Skill from the Shinigami Skill Tree with the Hoho prerequisite.
*-Way of Omitsu - Second of the Shiho: Speed Clone:(Active) This skill allows the user the ability to expend the use of the Shunpo Skill to create one speed clone, the speed clone doesn't have a physical presence but is used primarily to distract a target.
*Hoho Specialist:(Passive) This skill allows the user to take no damage when it comes to suffering damage from AoE attacks that would force the user to be subjected to a dexterity saving throw, this would initially push the user to accept half damage but now the user can take no damage from AoE Attacks if succeeding a dexterity saving throw.
-Ki Specialization-
*Kido Practitioner:(Passive) This skill showcases the users specialization when it comes to utilizing Spell Craft known as Kido, The user gains the following benefits.
The user gains proficiency in Wisdom and Intelligence Saving Throws.
The user gains proficiency in two of the following skills; Arcana, History, Insight, Investigation, Persuasion, Medicine, and Religion.
The user gains two cantrips from the established Shinigami spell list.
*Kido Prodigy:(Passive) This skill grants the user the max level of spells that they could gain, this allows them to use spells up to the fifth tier, Additionally, the user can now learn 3 spells per level added to the Shinigami Job Class Branch.
*Kido Adept: This skill grants the user one free Kido Skill from the Shinigami Skill Tree with the Kido prerequisite.
*-Eishohaki:(Active)(1/Day) This skill allows the user to mimic the effects of the Quickened meta magic aspect and allows the user to quickly cast one Shinigami spell at a rate much quickly then it traditionally did, this can be done only once per day for a Shinigami spell only.
*Kido Expert:(Active)(1/Day) This skill allows the user to cast one Shinigami spell of any kind once without expending any MP, this can be any spell in the users Shinigami spell list.
-Quincy-
*Quincy Cross:(Passive) This skill grants the user a class granted item known as a Quincy Cross, the Quincy cross can take any form that the user desires, the Quincy cross also operates as the sealed version of the Heilig Bogen aka Spirit Bow, further information of the users Quincy Cross will be detailed in the equipments section.
*Unarmored Defense:(Passive) This skill allows the user to gain a base amount of defense rating which reduces damage so long as the user doesn't wear any form of armor.
*Ginto Proficiency:(Active) This skill allows the user to condense their Reishi into a liquid version contained in small hollow vials, these liquid reishi containers are akin to actual magic potions though more on a technicality then anything, in order to create a Ginto, then they need to expend one spell in addition to 100 gold worth of containing materials then the Ginto is made.
*Point Blank Shot:(Passive) This skill allows the user to remove the close range penalty when utilizing their Heilig Bogan as such the user no longer has a damage reduction penalty inflicted when utilizing the spirit bow within 5 feet of the user.
*Blut:(Active) The user can move reishi through their own bloodstream which is used to temporarily increase the users damage reduction ability, the user also gains access to two other Blut techniques which further enhances the damage reduction trait.
*-Blut Arterie: This Skill allows to turn the users maximum defense into their maximum offense as such the user can use this skill to turn their maximum defense rating to additional damage to be inflicted by a physical attack however the penalty of this skill causes the user be vulnerable to all attacks for a maximum of 1 minute.
*-Blur Vene: This skill allows the user to gain the maximum amount of damage reduction that is possible for a player which is capable of even surviving a direct hit from a super tier spell, only issue is that this gives the player a penalty that causes all damage from the target to be reduced immensely for the next minute.
*Quincy Feat: This skill grants the user one free Quincy Skill from the Quincy Skill Tree.
*-Blut Vene Anhaben:(Active)(1/Day) This skill allows the user to utilize the Blut Skill to create a literal force field of reishi which is strong enough to withstand a direct hit from a super tier spell without the user taking any damage, the force field can expand up to 40 feet away from the user to envelop allies and enemies alike in the force field to also protect them, only issue the user can only use this ability once per day and it lasts for a minute at most,
*Vollstandig:(Active)(1/Day) This skill grants the user the ability to become ascended, they are temporarily transformed to a near divine appearance and a new change of clothing if the user desired, this form lasts for a total of one minute and can only be done once per day, additionally while in the form, the user gains the following benefits;
The user gains Temporary HP which is essentially a second bar of Hp for the user which is the total of half of the users total level.
The user gains a halo over the head made from pure reishi.
The user gains a pair of wings on the back which grants the user flying equal to their walking speed.
If the user possesses one more more Schirft Boons then the damage those Schirfts deal is increased while in this form.
The Heilig Bogen base damage is also increased while in this form.
*Schatten:(Active) This skill allows the user the ability to utilize the plane shift Spell or operates akin to it if the user is within dim light to pure darkness, this allows the user to plane shift themselves to another figure to a new Demi plane location in the shadows, the Demi plane can only be accessed by the user or by anyone who shares the Schatten Skill.
*Master Archer:(Passive) This skill grants the user increased benefits of the Quincy class, as such the user gains the following benefits.
The user only needs one hand to create and utilize the Heilig Bogen.
The damage dealt by the Heilig Bogen is also increased moderately increasing their base damage when used.
*Epic Boon:(Passive) This skill grants the user the ability to obtain a very powerful skill known as boons, boons can only be gained usually through the Gacha System which requires money.
-Krieger-
*Martial Training:(Passive) The user has now become a trained member of the Wanderreich and focused more on close combat then ranged as such the user can transform their Heilig Bogen to any melee weapon of their choice.
*Fighting Style: This skill allows the user to have access to a plethora of fighting styles which helps enhance to whatever build they wish to achieve, esch fighting style has a unique trait that the user can use but in most cases, the user can only have fighting style at a time.
*-Archery:(Passive) This skill allows the user to gain a passive boost of attacking and damaging capabilities when utilizing ranged weaponry.
*Whirlwind Attack:(Active)(1/Day) This skill allows the user to make one additional attack to another target they haven't attacked within 20 feet of the user, these attacks are apart of the same chain however each successful attacks implements an attack penalty which reduces the attacking and damage traits until there are no more targets to attack.
*Evasion:(Passive) This skill allows the user to take no damage when it comes to suffering damage from AoE attacks that would force the user to be subjected to a dexterity saving throw, this would initially push the user to accept half damage but now the user can take no damage from AoE Attacks if succeeding a dexterity saving throw.
-Zauberer-
*Improved Spellcasting:(Passive) This skill allows the user a greater understanding and use of the Ginto Skill, essentially the user can decrease the amount of time required to liquid down a Quincy based Spell into a Ginto Potion.
*Tactical Wit:(Passive) This skill grants the user a much greater understanding of battle as such they are much easier to detect weaknesses in groups of fighters and to act quickly, this allows the player a much greater ability in their reflexes.
*Expanded Ginto:(Passive) This skill allows the user to make any Quincy Spell not just a tier spell into a Ginto Potion, including Quincy cantrips.
*Ginto Expert:(Passive) This skill grants any target at the hands of a ginto potion and subjects them at a disadvantage on them.
*Ginto Master:(Passive) This skill now allows the user to turn any spell that they know, not just Quincy spells or cantrips into ginto potions.
-Fullbringer-
*Fullbring:(Active) This skill allows the user access to a fullbringers exclusive techniques which they can utilize in a series of situations and the user gains access to two Fullbringer Arts that they can use.
*-Accelerated Strike:(Active) This Art allows the user to empower their next physical strike which deals increased damage of the damage type of the users weapon, when active, the weapon is glistening with green energy.
*-Slow Fall:(Active) This Art allows the user to coat their body in glistening green energy which slows their fall ensuring the erasure of all fall damage on the user.
*Swift Action:(Active) This skill is granted to the user due to their quick thinking, they can implement the help, disengage or dash traits quickly, allowing the user to use any of them as quickly as an attack.
*Bonus Skill:(Passive) This skill grants the user one free Fullbringer Skill from the Fullbringer Skill Tree.
*-Improved Reishi Control:(Passive) This skill allows the user to have a greater control over their own source of reishi which they can unleashed as a form of a skin barrier, this allows them to increase their defense rating and damage reduction abilities.
*Boon:(Passive) This skill grants the user the ability to obtain a very powerful skill known as boons, boons can only be gained usually through the Gacha System which requires money.
*Epic Boon:(Passive) This skill grants the user the ability to obtain a very powerful skill known as boons, boons can only be gained usually through the Gacha System which requires money.
-Assassin-
*Roguish Talent:(Passive) This skill grants the user the benefits of being a rogue without being a primary rogue player, the user gains the following benefits.
The user gains proficiency in light armor and simple weapons.
The user gains proficiency with thieves tools.
The user can now utilize the hide action as quickly as one could get.
*Sneak Attack:(Active) This skill allows the user the ability to utilize the sneak Attack feature which the user can dish out increased stealth damage when utilizing the sneak Attack feature.
*Evasion:(Passive): This skill allows the user to take no damage when it comes to suffering damage from AoE attacks that would force the user to be subjected to a dexterity saving throw, this would initially push the user to accept half damage but now the user can take no damage from AoE Attacks if succeeding a dexterity saving throw.
*Supreme Sneak:(Passive) This skill grants the user increased ability to hide in plain sight, when the user is within dim light then they have advantage in stealth checks.
*Blindsense:(Passive) This skill grants the user the ability of Blindsense which allows the user to see without needing the eyes, they can see around them in a 360% this skill also allows the user to see invisible and shapeshifted creatures by seeing their true form through Blindsense.
*Death Attack:(Active)(1/Day) This skill allows the user the ability to utilize an instant death motion but cutting the string of the soul essentially killing them instantly, all of the penalties exist as any typical instant death effect, this can only be done once per day.
-Infusionist-
*Magical Artifice:(Passive) This skill grants the user the benefits of being a artificer without being a primary artificer player, the user gains the following benefits.
The user gains proficiency in simple weapons
The user gains proficiency in light armor
The user gains proficiency in Tinker's Tools and one type of artisan's tools of your choice.
*Infusions:(Active) The User now has access to artificer exclusive abilities known as 'Infusions' which the user can pass an infusion onto any non magical item and grant them magical effects without needing to use data crystals or item skins, these infusions last permanently based on the particular effect, the user how requires any toolset specified for the particular item and additional materials to be used.
*Pull Memory:(Active) This skill allows the user to pull the memories of known items essentially going through their historical list, this can be designed as either instantaneously knowing the items origin and history up to the modern age or reading it through a digital screen.
*Infuse Magic Item:(Active) This skill allows the user to utilize one of their known infusions and infuse an actual magic item, granting that magic item the detailed infusion.
*Dual Infusions:(Passive) This skill allows the user the ability to impart two infusions on an item instead of having one, all restrictions and requirements still apply regardless.
*Eternal Infusions:(Passive) This skill allows the user to keep their infusions to remain for as along as the user is alive as such, so long as the user hasn't died once then all infused items will remain with their use
-Skills: As part of the final two year update to better help new players, they can gain one additional non class skill per every 10 levels that they gain and can either enhance their build with passive or active skills.
*Hirankyaku Master:(Passive) This skill allows the user to gain a passive boost in Hirankyaku Skill which is the Quincy Variant of the Shunpo, the user gains an additional 30 feet when used.
*Hitotsume: Nadegiri:(Active)(1/Day) This skill allows the user to initiate an incredibly swift and devastating strike which deals an incredibly high slashing damage which bypasses resistances and immunities to slashing damage but it can only be done once per day.
*Improved Ginto Proficiency:(Passive) This skill allows the user to gain a much greater skill when it comes to crafting a Ginto Potion, the time and materials to make a Ginto Potion is reduced by half and the ranged used by the ginto is also doubled.
*Niju Eisho:(Active)(1/Day) This skill allows the user to empower one Spell with this skill, enhancing it to its maximum amount of damage and any possible range, this can only be done once per day.
*Raioken:(Active)(1/Day) This skill allows the user to induce 4 rapid fire punches which deals reduced damage but is known to be guaranteed hits, this can only be done once per day.
*Sklaverei:(Active)(1/Day) This skill allows the user the ability to consume the natural energies of the world, though this breaks down their physical form dealing damage to the structure but once consuming the natural energy, the regain a set number of health equivalent to a medium tier healing spell and they can use the natural energies in place of normal mana when casting a spell.
*Sokotsu:(Active) This skill allows the user to make a two fist punch on a target dealing enhanced Bludgeoning and Force damage to the target and launches them up to 30 feet away dealing any additional damage from natural sources such as structures.
*Versatile Spirit:(Active) This skill allows the user to change the form of the Heilig Bogen to take any form that they desire and due to the class and subclasses, the user can turn their Heilig Bogen into any ranged weapon or any melee weapon.
*Mage Slayer:(Passive) This skill allows the user to impose disadvantage on Spellcasting when the user is attacking the spellcaster.
*Slasher:(Active)(1/Day) This skill allows the user to inflict a very grevious wound on the target which inflicts the rare bleeding debuff which deals continuous bleed damage on the target.
-Boons: boons can only be gained usually through the Gacha System which requires money.
*Boon of the Schrift:(Passive) You have been bestowed a powerful ability by Yhwach. You gain a Schrift not possessed by another in the Schrifts section.
*Boon of the Schrift:(Passive) You have been bestowed a powerful ability by Yhwach. You gain a Schrift not possessed by another in the Schrifts section.
*Boon of the Schrift:(Passive) You have been bestowed a powerful ability by Yhwach. You gain a Schrift not possessed by another in the Schrifts section.
*Boon of the Schrift:(Passive) You have been bestowed a powerful ability by Yhwach. You gain a Schrift not possessed by another in the Schrifts section.
-Schrift-
*E - The Explode:(Active) This Schrift allows the user to impart their reishi into any material and cause it to explode, the amount of reishi can determine large and lethal the explosion in, this can also impart explosions to the ground, Water which would normally cause an explosion to be diffused and even the air where there's no physical presence of matter.
*K - The Knowledge:(Active) This Schrift allows the user to gain knowledge of all things around them ranging from basic components on how they world to even learning things about the target, the longer that the user observes the target or component of the world, the more they learn about them, their use and abilities.
*V - The Visionary:(Active)(1/Day) This Schrift allows the user to turn fiction into reality and capable of turn anything that can't be into can be, based on the amount of mana that the user expends into this Schrift then they essentially utilize a much more power variant of the 'Wish Upon a Star' Super Tier Spell but without much limit however other then creating, any effect granted to the user or target is temporary which lasts for a full day.
*I - The Iron:(Active)(1/Day) This Schrift allows the user to turn their whole body into skin of an iron statue negating any and all damage for a total of 1 minute, not taking any form of damage while the Schrift is in effect, this can only be used once per day.
-Language: Yggdrasil Boasted a wide diverse of languages, with the developers implementing a total of 100 Languages into the game as these languages are required to read items and or books of the specific language, only ways to gain a language is through race, job classes or specific quests.
*Common: Common is referring to the base language that the user is born with/most common language they know, which is Japanese.
-Sight: This details the users ability to see the existing world around them, each sight is based on a different variation of sight, some better than normal sight.
Normal: 30 ft
Blind: 15 ft
Tremor: 0 ft
True: 0 ft
-Speed: This details the users movement speed in four key aspects, it shows how particularly fast they are.
Walking: 30 ft
Swimming: 0 ft
Climbing: 0 ft
Flying: 0 ft
-Proficiency:
*Athletics: Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
• You try to jump an unusually long distance or pull off a stunt midjump.
• You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
*Acrobatics: Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
*Perception: Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are ores lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
*Stealth: Stealth's checks are based on the Dexterity ability score. Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.
*Arcana: Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
*Medicine: A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
*Sleight of Hand: Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
*History: Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
*Investigation: When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
*Shields: The user is now capable of wielding shields of all kinds without incurring any penalties.
*Longsword: The user is now capable of wielding all Longsword weapons without incurring any penalties.
*Seele Schneider: The user is now capable of wielding all Seele Schneider weapons without incurring any penalties
*Animal Handling: When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
*Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
*Light Armor: The user is now capable of wearing light armors of all kinds without incurring any penalties to physical attributes or even spellcasting penalties.
*Simple Weapons: The User now capable of wielding all forms of simple weapons without incurring any penalties.
*Thieves Tools: This skill allows the user to make uses out of the Thieves Toolset item, this is primarily used to break into locked builds and still, this also allows the users to disarm traps and open locked doors, time to lock pick and disarm traps is also decreased with this level of proficiency.
-Spells-
*Cantrip*
-Seki: An orb of light blue energy is generated which repels whatever it strikes. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack.
If this bonus to your AC would cause the attack to be unsuccessful, and the attack was a melee attack, the attacker is pushed back 10 feet away.
-Sai: 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
make another Strength saving throw. On a success, the spell ends on the target.
-Hainawa: You generate a crackling yellow energy rope made from reishi and bind a target. Make a ranged spell attack against a creature within range that you can see.
On a successful hit, the target is grappled for the duration. If you move out of range, the spell ends.
*1st Tier*
-Hakufuku: The target sees an illusion of purple cherry blossoms falling around as their consciousness fades.
Choose a creature you can see within range, they must make a Wisdom saving throw. On a failed save the creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. On a successful save, the creature is immune to this spell for the next 24 hours.
Undead and creatures immune to being charmed aren't affected by this spell.
*2nd Tier*
-Sekienton: You create a 20-foot-radius sphere of red colored fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
-Shibireyubi: Pointing a finger at a creature, a ball of white energy flashes from your finger. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw.
On a success, the spell ends on the target.
-Qualkreis: You create a 20-foot radius circle of reishi on a point you can see within range. Two reishi columns form on any point on the perimeter of the circle you choose. These columns then turn into bows of reishi. These bows have a range of 30 feet and deal 2d8 radiant damage.
During the duration, you can spend an action to make a ranged spell attack for each bow against a creature within the circle.
-Kyokko: A creature you touch becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
*3rd Tier*
-Tsuriboshi: You conjure a blue ball of energy at a point of your choice within range. Ropes shoot out from the ball anchoring to nearby solid masses (such as walls, buildings, or trees) and the ball expands into a 10-foot radius elastic-like cushion.
This cushion can hold up to 1000 pounds of weight before breaking. Any creatures or objects that fall into this cushion negates any falling damage.
-Shitotsu Sansen: You generate a yellow triangle of energy which three pointed projectiles fire from each point. Make three ranged spell attacks against a single target within range. Each successful attack pushed the target back by 5 feet. If a projectile successfully hits the target and pushes them up against a solid barrier, it is restrained for the duration.
Additionally, if all three projectiles were successful and the target becomes restrained, you do not need to concentrate on this spell.
-Noren Makuri: Choose one creature, object, or magical effect within range.
Any spell or spell-like effect of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
The DC equals 10 + the spell's level. On a successful check, the spell ends.
-Enkosen: A dull yellow barrier of energy appears and protects you.
Until the start of your next turn, you can choose to have resistance to the damage you take from the triggering attack, or gain a + 5 bonus to AC, including against the triggering attack. Either option you choose, you take no damage from magic missile.
*4th Tier*
-Inemuri: You hold your hand out to a humanoid within range and overwhelm it with your reiatsu. If the creature you choose has 30 hit points of fewer, it falls into a magical slumber.
Otherwise, the spell has no effect.
The creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Undead and creatures immune to being charmed aren't affected by this spell.
-Heizen: You launch four Gintö which creates a transparent, rectangular box of energy which slices through the opponent. Make a ranged spell attack against a creature or object you can see within range. On a success, the target takes 4d10 force damage. If the target is a Hollow, you have advantage on the attack roll.
*5th Tier*
-Kakushitsuijaku: Using the black powder, upon a solid surface you draw a circle with four quadrants and symbols in each one. The circle glows and symbols begin to flicker and information is revealed to you.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location as well as coordinates of it's location, as long as that creature is within the same plane. If the creature is moving, you know the direction of its movement. If the creature is on a different plane, you only get the name of the plane they're on and the spell ends.
-Legend Lore: Name or describe a person, place, or object and you choose Legend or Lore.
If you choose lore the spell brings to your mind a brief summary of the significant and common known information about the thing you named.
If you choose legend the spell brings to your mind current tales, forgotten stories, or even secret lore that has never been widely known. The information you learn is accurate but might be shrouded in figurative language.
*6th Tier*
-Sajo Sabaku: Raising your palm to the target and closing your fist, you call forth yellow energy that takes the form of very thick rope which flies out to and binds a target you can see within range. The target must make a Charisma saving throw. On a failure, the target is restrained for the duration and cannot perform somatic components for spells or abilities. On each of the creatures turns, it can spend an action to make an additional Charisma saving throw, on a success ending the spell.
-Rikujokoro: You point your finger at a target you can see within range.
Sparks of yellow energy spark form you finger generating six thin, wide beams of light that slam into the targets midsection holding them in place.
The target must make a Strength saving throw, on a failure they are restrained for the duration.
-Hyapporankan: You generate a blue-white glowing rod of energy and throw it in a direction. The rod then multiplies into a hundred more rods creating a horizontal cylinder thats 80 feet long and 20 feet wide. Each creature in the cylinder must make a Dexterity saving throw. A creature is pushed back 60 feet on a failed save. Additionally, if a creature is pushed back and collides with a solid surface, the creature is restrained for the duration. On each of it's turns, the creature can spend an action to make a Strength saving throw to end this affect or deal damage to the rods restraining them, which have a collected hit points of 15 and an AC of 0.
*7th Tier*
-Tozansho: An immobile, opaque, light-blue, prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose
The prison is in the shape of an inverted-pyramid, each four sides base 20 feet wide and a height of 40 feet.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic. You can use an action to dismiss this spell early.
-Tentaikura: You draw runes upon your arms and hands, as you outstretch both arms in front of you a glowing rectangular box forms in front of you and root-like extensions glow and extend out into the aether.
Choose a number of creatures equal to your spell casting score (minimum 4) that you are familiar with. You can instantaneously share up to 30 words with the chosen creatures through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
-Kuyo Shibari: You create nine black holes with purple oultines that surround a creature within range you can see. The black holes emit immense gravitational energy on the target. The target must make a Constitution saving throw. On a failure, the creature is incapacitated and restrained for the duration.
-Gochutekkan: You clasp your hands together, as your chanting, five small yellow orbs emerge from your hands and circle your head.
Raising your clasped hands above your head and slapping downwards the orbs are sent into the ground. A bright light
flashes above a target you can see within range and five
pentagonal pillars linked by chains crash down on the target.
Each pillar is 10 feet tall and 3 feet thick. The target must make a Dexterity saving throw.
On a failed save they are prone and grappled for the duration. Additionally, the target is barred from teleportation or interplanar travel,
*8th Tier*
-Shiju no Saimon: This Spell is a series of four of barriers which can be erected at any point of the spells creation, it can be one or all four of the barriers formed, each barrier operates differently yet all connected together.
—Ryubi no Jomon: You create multiple pillars, each one being five feet wide, 50 feet tall and 5 feet thick, forming a gigantic shield or door-like barrier on a point within range.
The barrier is 50 feet wide, 100 feet tall and 20 feet thick.
Defensive - Friendly creatures regain the maximum number of hit points from any healing.
Offensive - Hostile creatures can't regain hit points.
—Koko no Jomon: You create a circular barrier with a 25 foot radius and 10 feet thick that takes the shape of a watermill. As an action, its inner section can be opened up like a set of fangs allowing passage through the barrier.
Defensive - When friendly creatures makes a saving throw, they can roll a d10 and add the number rolled to the saving
throw.
Offensive - When Hostile creatures makes a saving throw, they can roll a d10 and subtract the number rolled to the saving throw.
—Kigai no Jomon: You create a barrier of many small hexagons, forming a honeycomb-like structure resembling a turtle shell. This barrier is 50 feet wide, 100 feet tall and 5 feet thick. The barrier has an AC of 10, each hexagon has 10 hit points per inch and a damage threshold of 10.
Additionally, when the barrier is subjected to a Hadò spell, it is reflected back at the caster, using the same save DC, spell attack roll and damage.
Defensive - Friendly creatures gain resistance to all damage.
Offensive - Hostile creatures do not benefit from any resistances and cannot gain resistances of any kind.
—Hoyoko no Jomon: You create an obelisk and many planks combining to form a sort of lampshade, resembling folding wings and a crude bird's head/body in the air where it stays suspended. The lampshade is 50 feet in diameter and affects everything directly underneath it. The barrier has an AC of 10 and 100 hit points, and is immune to fire damage. All friendly creatures underneath the barrier benefit from the Defensive trait.
Defensive - Friendly creatures have advantage on attack rolls.
Offensive - Hostile creatures cannot gain advantage on attack rolls.
-Mighty Fortress: This spell allows the user to create a large fortress-like structure made from spirit stone which is stone bricks saturated with reishi strengthening its atomic structure, the fortress expands up to 300 feet around the user and is packed with soul reaper NPCs that act as guards.
-Danku: A translucent wall of force springs existence protecting you against harm. When an attack, spell or ability is made against you, the wall blocks it, causing the attack to miss or the spell to have no effect on you.
*9th Tier*
-Screen: The user casts a spell which envelops them and a total of seven others by a powerful illusionary cube which is immune to the effects of divination magic though while protect the user can use illusions to dictate what is being shown and heard instead of what really was there.
-Kirchenlied: Sankt Zwinger: From your outstretched hand a number of roman numeral-inscribed constructs shoot out into the ground, several towering columns of Reishi, shaped like the Quincy Cross, erupt upwards in a circular formation around you. A 40-foot radius 60-foot high column centered on you springs into existence. Any creature (other than you) that enters the area for the first time, moves within the area for the first time, starts or ends their turn within the area, must make a Dexterity saving throw.
-Keikaigi: This spell allows the user to create a smoky portal which connects one end of the portal to the other, works mostly similar to the famed gate Spell as so long as the location between the two portals aren't obstructed then the user and allies can teleport using the portal.
-Jokantenshi: This spell allows for the user to stop time in a very limited range which allows them to use this to do anything they desire, so long as the targets don't have time prevention measures, the effects of this spell lasts for a total of 10 seconds.
-Bankin: This spell forges magical restraints which binds the target on the ground with cinder blocks holding down the magical straps to the ground, the restraints last indefinitely until they are destroyed by any source.
*10th Tier*
-Ruin: This spell is the pinnacle of the Bakudo Spell List which deals incredibly high necrotic damage which borders on Instant Death, this spell ignores necrotic resistances and immunities.
-Spell Turning: This spell is a superior version of the Counterspell which causes all spells directed at the user to be redirected back at the caster regardless of the spells tier, this could even redirect a single target super tier spell.
-Arcane Armor: This spell allows the target to be enveloped in a magical aura which greatly increases the target's base defense rating and defense reduction.
Items-
-Weapon-
#1: Zanpakuto - Shikai: Darkness - Bankai: True Darkness.
*-Type: Sword.
*-Appearance: The Swords base form takes the appearance of a common katana with a normal hilt however the design of the grip is a dark purple look.
Its Shikai look causes the blade to darken into a blade color while the grip changes slightly to have runic symbols on the grip.
Its Bankai look takes the form of the blade exuding a dangerous necrotic haze that slowly saps away the HP of all targets while the runic symbols on the hilt periodically pulsates energy.
*-Classification: Divine.
*-Effects: In the base form, the sword is indistinguishable from any normal sword, dealing a moderate amount of slashing and piercing damage however this weapon does have one ability.
-Necrotic Form:(Active) Your armament becomes pure dark energy. While this ability is active, your armaments damage type is changed to necrotic damage.
Darkness utilizes Seven Darkness inspired ability that the user can unleash against a target that the user desires to harm.
-Umbral Weapon:(Passive) When you score a critical hit with your armament, the target takes an additional 1d4 Necrotic damage, and is blinded.
On each of its turns, the target can use an action to make a Charisma saving throw. On a success, this effect ends.
-Darkness:(Active) Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration.
The darkness spreads around corners. Nonmagical light can't illuminate the area. if the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with a opaque object, such as a bowl or a helm, blocks the darkness.
If any of this ability's area overlaps with an area of light created by Kido of 2nd level or lower, the spell that created the light is dispelled. Each time you reselect this ability, the level of kido this ability dispels increases by one.
If any of this ability's area overlaps with an area of light created by a armament, you make a Reiatsu check, if successful, the light is dispelled. Each time you reselect this ability, you gain a + 1 bonus on this Reiatus check.
-Umbral Blast:(Active) A beam of darkness streaks toward a creature within range.
Make a ranged attack against the target. On a hit, the target takes 3d8 necrotic damage.
Each time you reselect this ability, you gain an additional beam to a maximum of four beams. You can direct the additional beams at the same target or a different one, you must make a separate attack roll for any additional beams.
-Wall of Dark:(Active) A glowing wall of inky blackness 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.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
-Dark Vision:(Active) You touch a willing creature giving it's eyes an umbral glow.
For the duration, that creature has darkvision out to a range of 60 feet.
-Aura of Dark:(Active) Your body emanates with deadly darkness for the ability's duration. The darkness doesn't harm you. Until the ability ends, you gain the following benefits:
• You have resistance to Necrotic and Radiant damage.
• You shed magical darkness around you in a 10-foot-radius sphere. Each time you reselect this ability, the sphere is increased by 10 feet.
• Any creature that moves inside the sphere for the first time on a turn or ends its turn there, takes 1d4 necrotic damage. Each time you reselect this ability, the damage dice size is increased by one step to a maximum of 1d10.
True Darkness in Bankai gains 3 additional powerful abilities that the user can utilize.
-Burst of Dark:(Active) Darkness erupts outwards from you in a 60-foot-radius-sphere centered on you. Each creature within the area must make a Constitution saving throw. On a failed save, a creatures takes 7d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded.
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.
-Black Hole:(Active) 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.
-Unholy Dark:(Passive) 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.
*-Currently Located: Ryuken's Hip.
#2: Heilig Bogen.
*-Type: Bow/Sword.
*-Appearance: In the bow form, it takes the form of a glowing energy longbow while in the melee form, it takes the form of a glowing energy Greatsword.
*-Classification: Divine.
*-Effects: This weapon allows the user to dish out pure reishi attacks which deal increasingly high force and energy damage to the target, the greatsword also deals similar damage but the force damage is replaced by whatever damage type the melee weapon is.
The user also possesses 10 Bow Attributes that the user can unleash on targets.
-Banishing Arrow:(Active) You use abjuration magic to temporarily banish your target to a harmless location in the valley of screams. The creature hit doesn't take damage and instead must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
-Curving Arrow:(Active( You learn how to direct an errant attack toward a new target.
When you make an attack and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target if you made a ranged attack, or a different target within 5 feet of the original target if you made a melee attack.
-Dazing Arrow:(Active) The creature hit must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
-Bursting Arrow:(Active) You imbue your Heilig Bogen with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after you hit the creature, the target and all other creatures within 30 feet of it take 2d6 force damage.
-Critical Arrow:(Passive) You score a critical hit on a roll of 18 or 20.
-Dispelling Arrow:(Active) You use abjuration magic to try to temporarily suppress magic. The creature or object hit, or magical effect within 10 feet of the hit target, has any spell of 3rd level or lower on it to end. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
The DC equals 10 + the spell's level. On a successful check, the spell ends.
-Disrupting Arrow:(Active) An undead creature hit takes an extra 1d6 radiant damage.
The target must make a Wisdom saving throw. If the creature fails it's saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions
-Distant Arrow:(Active) Attacking at long range doesn't impose disadvantage on your attack. If the hit creature is in your long range it takes an additional 2d6 force damage.
-Elemental Arrow:(Active) You imbue your arrow with Elemental power. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant or thunder. When you hit the creature, the damage you deal is changed to the chosen damage type and the target takes an additional 1d6 damage of the chosen type.
-Piercing Arrow:(Active) You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an additional 2d8 piercing damage. On a successful save, a target takes half as much damage.
*-Currently Located: Ryuken's Wrist.
#3: Sonic Medallion Fullbring.
*-Type: Fullbring.
*-Appearance: Takes the form of a medallion like badge.
*-Classification: Divine.
*-Effects: This medallion allows the user to manipulate the flow of sonic energy aka sounds to utilize for whatever purpose that the user desires, the user can manipulate this sound as a weapon for utility purposes Etc, the user gains 6 Sound Abilities that they can use for whatever purpose they have.
-Sound Form:(Active) Your armament becomes pure sound. While this ability is active, your armaments damage type is changed to thunder damage.
-Sculpt Sound: You create sound or manipulate non-magical sound in an area within range and that fits within a 5-foot cube. Choose one of the following effects:
• You create a sound that lasts for the duration. You can dismiss it as an action. The volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends.
• You can either increase or decrease the volume of any and all sounds within the area. You can decrease the volume of the area down to a whisper or increase it to that of thunder.
•Within the area, you can change the current existing sounds characteristics, such as pitch, texture, timbre, or spatial location. For example, make someones voice sound an octave higher or lower, make a subject sound like someone else, change the sound of of a conversation to the sound of a crowd, or make the sounds sound further away or closer, or change the sound of an instrument to sound like another. Any non-willing creature is allowed a Constitution saving throw to resist the changes.
-Cone of Sound: A boom cone of sound erupts from you. Each creature in a
60-foot cone must make a Constitution saving throw. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one.
-Wall of Sound: You create a semi-physical barrier of sound within range, it can be free floating or on a surface. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, a ringed wall up 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 is translucent and lasts for the duration.
When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage, or half as much damage on a successful save. You may also designated if sound from within can pass outside of the wall, or if sound from the outside can enter within or both.
Any creature that passes through the wall must make a
Constitution saving throw. On failed save, they take 4d6 thunder damage and do not pass through, on success they take half damage and pass through.
-Sonic Boom: A cacophonous boom erupts out from you in a 60-foot-radius-sphere centered on you.
Each creature within the area takes 7d18 thunder damage and must make a Constitution saving throw.
On a failed save, a creature is deafened for 1 minute and knocked back up to 10 feet away landing prone. On a successful not being knocked back or becoming prone. A creature deafened by this ability makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer deafened.
-Disruption Field: You create a barrier of sound that surrounds you. This barrier is a 40-foot-sphere centered on you, this barrier moves with you. While active you and allies gain the following benefits:
• You and allies within the field gain advantage on saving throws against abilities and spells that would deal energy damage.
• You and your allies have immunity to being deafened.
Enemies that begin or end their turn within the field must make a constitution saving throw taking 10d6 thunder damage and becoming deafened for 1 minute, or half as much damage on a successful save.
• Enemies within the field must make a Constitution saving throw. On a failed save, as long as they are within the field they have disadvantage on saving throws.
*-Currently Located: Ryuken's Hip.
Inventory-
#1: Caja Negacion
*-Type: Sealing.
*-Appearance: a small gem of various colors.
*-Classification: Legendary.
*-Effects: A special cube-shaped device that is intended to simulate the effects of Negacion fields on the target. A Caja Negación is intended to be used by an Espada in order to punish their Fracción if they deem that the situation requires it. When used, the cube is expended and traps the subject in a separate, alternate dimension.
*-Currently Located: Ryuken's Inventory.
#2: Denreishinki.
*-Type: Device.
*-Appearance: Takes the form of a smartphone from the human world.
*-Classification: Divine.
*-Effects: The Soul Pager is an electronic inter-dimensional communications device used by Shinigami while on an assignment in the other realms. It looks nearly identical to the cellphones found throughout the Human World, and comes in many different designs. It also functions as a normal cellphone.
Shinigami can receive orders via the device in text form, which they are alerted to by the device's distinctive beeping.
The device contains a system similar to a radar or GPS tracking system for Hollow detection. Hollows located within a given area will be indicated in a mapping function of the device. It can detect nearby Shinigami and inform the user of whether they are geographically the closest to their target
*-Currently Located: Ryuken's Inventory.
#3: Ginjotan Sash.
*-Type: Sash.
*-Appearance: Takes the form of a light metallic sash.
*-Classification: Legacy.
*-Effects: The steel sash is a sash woven with steel that is worn under armor. It is 40 feet, has 2 hit points and can be burst with a DC 18 Strength check. Additionally it weighs 20 lbs and your movement speed is reduced by 5 feet.
*-Currently Located: Ryuken's Inventory.
#4: Ryukotsujo.
*-Type: Device
*-Appearance: A handle which causes a bone wing of a dragon to come out.
*-Classification: Legendary.
*-Effects: The Dragon Bone is a long, beige, bone-like rod, with a small, white, bird-shaped skull, and four protrusions, similar to finger bones, extending from the back of the skull. By channeling Reiryoku into the wand, it produces a tentacle, which acts as a harness, and a single bat-like wing which acts as a one-handed hang-glider.
While the rod is in hand, you can spend 10 sp any number of times and cast Fly (no components required). The duration lasts for a number of minutes equal to the amount of times you spent 10 sp.
*-Currently Located: Ryuken's Inventory.
World Items-
#1: Hogyoku.
*-Type: Sphere/Fusion.
*-Appearance: Takes the form of a sphere-like object with shifting colors of the rainbow.
*-Classification: World.
*-Effects: This small, bluish-purple orb composed of a unique substance has the ability to sense the hearts of those around it and materialize their deepest desire.
-Overbearing Power: The user gains four randomized properties that are determined when first gaining the item, the first two have minor beneficial properties while the last two have major beneficial properties.
-Desire Materialization: Though initially thought to solely possess the power to control the boundary of the two contravening existences, that of Shinigami and Hollows, this was proven incorrect.
Rather, the Hogyoku's true power is the ability to absorb the desires of those around it and manifest them into reality.
However, this power is not without limitations. The Hogyoku itself is merely a guiding force - it can only manifest the desires of those with the strength to carry them out.
—Rescue: You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
-Hollowfication: As an action you can target a Shinigami, it gains the Visored supernatural gift and immediately begins their Inner Battle.
-Arrancarfication: As an action you can target a Hollow, it instantly gains a number of HD to meet the HD requirement for the Arrancar class. Additionally, it gains two Hollow abilities and 3 levels in the Arrancar class.
-Fusion:(Achieved) After performing an 8 hour uninterrupted ritual you can embed the Hogyoku, fusing with it. While embedded no creature (other than you can benefit from the Desire Materialization ability. Additionally you get 3 Hollow abilities you must spend in the High-Speed Regeneration Hollow ability. The longer you are fused with the Högyoku it begins to further understand your heart and restructures your soul and triggers a transformation.
—Bala: The Hollow makes a ranged attack against a target it can see within range. On a hit, the target takes 2d4 force damage. If the Hollow has multiattck, it can replace one or more of its attacks with a Bala.
—Cero: The Hollow fires a powerful blast of concentrated spiritual energy. A beam forming a line 100 feet long and 5 feet wide blasts from the Hollow in a direction they choose. Each creature in the line must make a Dexterity saving throw. A creatures takes 6d6 force damage on a failed save, or half as much damage on a successful one.
For each 2 HD above 6 HD, the length of the line increases by 10 feet.
—Cero Oscuras: The Hollow fies a powerful dark blast of concentrated
spiritual energy. A beam forming a line 500 feet long and 5 feet wide blasts from the Hollow in a direction they choose.
Each creature in the line must make a Dexterity saving throw. A creatures takes 6d12 force damage on a failed
save, or half as much damage on a successful one.
For each 4 HD above 18 HD, the damage increased by ldl2.
—High Speed Regeneration: The Hollow regains 3 hit points at the start of its turn. The Hollow dies only if it starts its turn with O hit points and doesn't use High-Speed Regeneration.
Whenever the Hollow would gain another 5 hit die, the amount of hit points regained is increased by 1.
-Transformation: This transformation can widely vary in appearance and abilities. Work with your DM to determine the nature of your transformation.
*-Currently Located: Ryuken's Chest.
