Bleach 5e - GM Binder

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Shinigami's Handbook to Soul Society

WIP
Credits
Lead Writer: https://twitter.com/TheAestheticDM
Writing: Drew Gonzalez,
Editing:
Proofreading:
Cover Art:
Internal Art:
Cartography:
Coding:
Graphic Design & Layout:
Special Thanks:
Book Overview: https://www.youtube.com/watch?
v=tU4dhR11mkI&t=73s
Changelog
9-10-22
First round of playtesting has begun. Minor updates will
be made, and not as frequent.
9-05-22
Added clickable page numbers to table of contents!
9-04-22
Updated lineages
Updated shinigami specializations
Cleaned up armament wording
Cleaned up chap 5 armament wording
Updated Quincy
8-20-22
Updated Ice
Updated various grammar, spelling, vocab, and
punctuation errors
Removed "Bankai" armament category and combined it
into "Generic".
8-18-22
Updated feats
Added Transmogrify for Summoning
8-17-22
Updated Xcution, also new VIDEO uploaded!
8-4-22
Updated Wandenreich.
7-28-22
Updated divisions 12, 13 and royal guard.
7-25-22
Updated divisions 1 through 11.
6-12-22
Updated/balanced Armament abilities

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Contents
Armaments ..............................................................................74
Preface 5 Zanpakutō .................................................................................... 75
Heilig Bogen ................................................................................ 77
Welcome to Bleach 6 Fullbring .......................................................................................79
Doll ..............................................................................................#80
Chapter 1: The Story of Bleach 8 Feats .............................................................................................81
Chapter 2: Factions 11 Chapter 5: Armament Abilities 84
Gotei 13 ........................................................................................13 Acid Abilities ................................................................................85
1st Division ...............................................................................15 Barrier Abilities ...........................................................................87
2nd Division ............................................................................. 18 Blood Abilities .............................................................................89
3rd Division ..............................................................................20 Bow Attributes ............................................................................ 91
4th Division .............................................................................. 22 Dark Abilities ...............................................................................93
5th Division .............................................................................. 24 Earth Abilities ..............................................................................96
6th Division .............................................................................. 26 Fire Abilities ................................................................................ 99
7th Division .............................................................................. 28 Generic Abilities .......................................................................102
8th Division .............................................................................. 30 Healing Abilities .......................................................................104
9th Division .............................................................................. 32 Hollow Abilities ........................................................................ 106
10th Division ............................................................................34 Ice Abilities ................................................................................109
11th Division ............................................................................36 Illusion Abilities ........................................................................112
12th Division ............................................................................38 Kidō Abilities .............................................................................115
13th Division ............................................................................40 Light Abilities ............................................................................117
Royal Guard ............................................................................. 42 Lightning Abilities ....................................................................120
Wandenreich ............................................................................... 43 Oppression Abilities ................................................................ 123
Xcution ..........................................................................................45 Poison Abilities .........................................................................125
Espada .......................................................................................... 47 Projectile Abilities ....................................................................128
48 Sound Abilities ......................................................................... 130
Chapter 3: Planes of Bleach Summon Abilities .................................................................... 132
Garganta .......................................................................................48 Water Abilities .......................................................................... 134
Livng Realm .................................................................................48 Weapon Abilities .......................................................................137
Soul Society .................................................................................49 Wind Abilities ............................................................................139
Schatten Bereich .................................................................... 50
Royal Palace .............................................................................51 Chapter 6: Kidō 142
Hell ................................................................................................ 52 Shinigami Spell list ................................................ 144
Hueco Mundo ..............................................................................53 Bakudō ....................................................................................144
Beast Realm ................................................................................ 54 Hadō ........................................................................................ 167
Chapter 4: Character Options 55 Kaidō ....................................................................................... 186
Human Spell list ........................................................ 207
Backgrounds ....................................................................... 55
Substitute Shinigami .................................................................55 Quincy Spell list ....................................................... 208
Exile .............................................................................................. 56
Chapter 7: Equipment #
Races & Lineages ..............................................................57
Artificial Soul .............................................................................. 57 Subject ............................................................................................ #
Human .......................................................................................... 58
Soul ............................................................................................57 Chapter 8: Friends & Foes #
Bount ......................................................................................... 59 Creatures by Faction .................................................................... #
Quincy ....................................................................................... 61 Bestiary ........................................................................................... #
Visored ...................................................................................... 62 NPC's by Faction ...........................................................................#
Hollow ...........................................................................................63
Classes ....................................................................................... 64 Index #
Shinigami .....................................................................................65
Quincy ...........................................................................................70

4
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Preface
Introduction Variant Rules & Changes
Well hello, my name is Luis. I started playing D&D back in Below are the changes or additions this book brings to 5e!
2013 and got into it very fast. I instantly fell in love with D&D. These changes will also be reiterated or expanded upon
My first DM introduced us to the Dragonlance setting. We within it's relevant chapter.
were playing 3.5 edition at that time and we were playing Reiatsu Checks
through the Dragonlance modules and it was a blast. Soon he Reiatsu is the physical force that a person’s Reiryoku creates
graduated and moved on and we were without a DM, so I of when released. Represented by a D20 + your level.
course took up the mantle. If you would make an intimidation check, saving throw you
Fortunately, one of the best decisions I've made in my life. can instead make a reiatsu check in place of the roll.
Unfortunately, I'm practically a forever DM now. But Additionally, if you would be targeted for an attack, you can
regardless, D&D has been so great and so fun. After running also make a r eiatsu check and use the result in place of your
a handful of short campaigns I came across a wonderful pdf. AC for that attack.
It was a pdf of a Bleach setting book for D&D 3.5. Though I You can only do this a number of times equal to your
use Setting book loosely as it was just a collection of proficiency modifier. You regain all uses on a long rest.
character options to play in that setting.
I introduced the book to my group and luckily, we were all Knockback
weebs and loved Bleach. So we made characters and started To keep in line with the tropes of characters sending their
playing. Quickly we realized the book was very unbalanced, opponents flying away into the distance after an attack, you
not written well and so much fun. I had to make a few can use this variant rule.
balance changes but we played up till around level 8 or so Whenever a creature succeeds on a melee attack, after
when things were really starting to get out of hand and damage they may make a Reaitsu check, if the attacker's
unbalanced. Reitsu check is higher than the defenders result, the defender
We took a break cause of school and holidays and for me to is moved 5 feet for each point they lost the result by, away
do a rehaul of the book. Once I finished, we continued playing from the attacker in any direction.
and got up to level 15. Unfortunately, it was my time to
graduate and we never got to finish the campaign. I departed, Slowed
it was very sad but I had this new fire in me to learn more Slowed is a new condition. While you are Slowed, you
and play D&D, and specifically, make setting books for all the experience the following effects:
Anime that I love.
I then started to learn about 5th edition as I wanted to then You must spend 1 extra foot of movement for every foot
update the Bleach setting for 5th edition. I first started you move using your speed.
writing the book around 2016. I waiting a while because I Attack rolls against you have Advantage.
needed to learn as much as I could of 5th edition so I can You have Disadvantage on Dexterity saving throws.
make things as balanced as possible, though I'm sure there
are a few things that just won't be or I can do better.
Hopefully, you enjoy this book, and have as much fun as I
did playing in this setting. Also, I wish I knew you compiled
the first D&D book and thank them for the good memories
they were able to facilitate.
Creative Liberties
As many of you know, some of our favorite Mangaka tend to
leave a lot of plot holes, not finish cool concepts, or just don't
follow through and provide more context on some parts of
characters, abilities or the setting itself. With that in mind, I
had to take some creative liberties and fill in those gaps.
Hopefully you're ok with my decisions, but if your not, hey,
feel free to change it for your own campaign.
Additionally, I also had to try to make sure I can cohesively
combine the normal mechanics of D&D with the lore and
worlds of Bleach. In general, it wasn't too difficult, but there
still might be a few things that just won't mesh all too well.

5
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Welcome to the world of Bleach

A
translucent man walks down a busy street, You can set your campaign at any point during one of the
softly sobbing, calling out to the other arcs, or post the events of the series! You will also find brand
pedestrians, being ignored. Reaching out to new monsters, the Hollows.
them, phasing right through them. He looks If you're a player, this book contains the options to be a
down to his chest to look at the small metal pad Shinigami, upholding the balance between the world of the
with a chain hanging from it. The chain links living and the afterlife. A Hollow, with the sole purpose to
have tiny mouths, the chain devouring itself. consume souls to keep yourself alive. You'll also find new
The man slips into a dark alley and slumps down against a classes such as Fullbringer and Quincy!
wall. The chain, only has two links remaining. He desperately The various planes of the bleach world are described in
grabs at the chain, holding tight. His sobbing getting louder, greater detail in chapter 3.
turning into a panic. One link left. He shoots up, gripping the
link, desperately trying to halt the mouths. The last link is Cosmology of Bleach
devoured, the base plate begins to crumble. He lets out a cry
for help, that distorts into a scream of terror as his body The cosmology varies quite differently from the great wheel
disintegrates. A moment of silence passes, as the mans body cosmology used in the standard Forgotten Realms setting.
reforms back, but no longer a man. A hulking deformed beast The model used for this setting is based off of the Samsara
with a hole through its body where it's heart would be, still cycle of Buddhism. When someone dies in one realm, they
screaming. The face still resembling the man, as a white are reincarnated into another.
liquid violently secretes from his mouth and eyes before
solidifying into a large mask, it's eyes a sinister glowing red, Soul Society
the man is now a Hollow. The Hollow looks out from the alley An afterlife, also called the Spirit World. This is also where
onto the street, at humans, and lets out a deep raspy word, Shinigami live and where most Souls dwell until they are
"hungry."
The Shinigami woman stands on a tall spire, impossibly reincarnated into the Human World. While referred to as
balancing on a point, silhouetted by a full moon. She looks simply Soul Society by its residents, this area is actually the
down, scanning the city below her. She pulls out a small East Branch of a larger Soul Society, with an area in Reverse
phone, and flips it open to reveal a small map with a red dot London marked as the West Branch.
on it, gently pulsing. She launches from the spire, gliding Human Realm
down towards her destination. She softly lands on the street,
and continues to run down the streets. She abruptly stops at Also referred to as the World of the Living, the real world, or
a crossroad. A hulking beast with a white mask hunched over the Material plane, is where living Humans reside. The
in the middle of the street. She unsheathes her katana. The Human Realm mimics our world and technology of the early
Hollow turns around, revealing a human in its mouth, only 2000's. It is assumed when characters travel to this realm it
the legs hanging from it's lips. It scowls at her and with a will take place in Japan, specifically Karakura Town in
single gulp, the legs disappear inside of it. The Hollow lets Western Tokyo.
out a roar and charges at her, engaging in battle. The two
furiously battle through the night, exchanging blows. With a Invisible Realm
final slash the Hollow falls to it's knees, it's visage disperses,
revealing the man it once was. He looks up to the woman as More commonly known as Schatten Bereich. After losing the
she sheathes her blade. He pleads to her, "I don't want to go war with the Shinigami 1,000 years ago, the Quincy escaped
to hell." She looks down to him with a subtle smile, "you're from the Human World into the Court of Pure Souls, the
not going to hell, my blade has purified your sins, you're going place they believed to be the most unguarded. In doing so,
somewhere better. You're going to the Soul Society." The man they used spirit particles to create space in the "shadows".
closes his eyes, lets out a sigh of relief and his body disperses This is what was called the Wandenreich, the "Invisible
into a beautiful display of glowing particles. Empire".
Beast Realm
A new D&D Setting When souls die and are deserving of punishment, but are not
The world of Bleach is a new setting for your Dungeons & evil enough for Hell are sent to the beast realm, cursed to be
Dragons campaign, originally created by Tite Kubo. The various beasts. Some, unable to accept their fate, they return
world of bleach is teaming with new planes, creatures, and to Soul Society in a human-beast hybrid appearance and are
adventures. The main antagonists being Hollows. often met with prejudice.
This book is for D&D players and Dungeon Masters with
moderate experience. You aren't required to have read or
watched Bleach to understand this book.
If you're a Dungeon Master, this book will help you create a
D&D campaign set in the world of Bleach.

6
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Month Days Holidays
Hueco Mundo
Ichi-gatsu 31 text
Spanish for "Hollow World", is the dimension in which
Hollows and Arrancar usually reside. It lies in between the Ni-gatsu 28/29 text
Human World and Soul Society. An unchanging night covers San-gatsu 31 text
the sky, an endless white desert covers the ground. The tree-
like objects are not plants, but rather quartz-like minerals. Shi-gatsu 30 text
Go-gatsu 31 text
Hell
Roku-gatsu 30 text
Is the place where deceased Humans and cleansed Hollows
are sent too if they were wicked and committed heinous Shichi-gatsu 31 text
crimes when they were alive. These sinners are forever Hachi-gatsu 31 text
tormented for their crimes. Should they die while in Hell, they
will continuously be revived to prolong their suffering. Ku-gatsu 30 text
Juu-gatsu 31 text
Main Factions of Bleach Juuichi-gatsu 30 text
Gotei 13 Juuni-gatsu 31 text
Japeanese for, The 13 Court Guard Divisions. They are the
primary military branch of Soul Society and the main What's in This Book?
military organization most Shinigami join after leaving the
Shin'ō Academy. The faction is made up of thirteen divisions, Chapter 1 consists of the new races, subraces and lineages in
with several divisions having certain specializations and each this setting to use for creating characters.
being led by a Captain. They are led by the Captain- Chapter 2 presents the major factions that shape the daily
Commander, who has the statuary authority to conduct all life of the various realms. As well as the new various
the affairs of the faction while deferring to the authority of the backgrounds that can further shape a characters history.
Central 46 Chambers in matters involving Soul Society. Chapter 3 contains the new classes and sub-classes to be
used by the players exclusively for this campaign setting.
The Wandenreich Chapter 4 presents the new magic items, equipment, and
The primary military and governmental force of the Quincy, adventuring gear characters can utilize throughout their
having been founded by their progenitor, Yhwach. They have adventures.
repeatedly waged war on Soul Society in the past. It's most Chapter 5 introduces the various abilities a character can
elite force the Sternritter. On average it's members having develop with their armament.
power equal to, if not superior, to that of a Shinigami Captain. Chapter 6 showcases the variant spellcasting utilized in
this book as well as exciting new spells.
Espada Chapter 7 introduces the primary antagonist of the setting,
The Espada were initially created by Sōsuke Aizen, a former the Hollows.
captain that defected, and used them wage an attack against Chapter 8 provides stat blocks for the various NPC's the
the Soul Society. The Espada are comprised of ten Arrancar party will encounter on their travels.
with exemplary strength. Members of the Espada are given a Chapter 9 outlines guides and advice for dungeon masters
number from 0-9. The lower the number, the more spiritual on how to run an exciting campaign in this setting.
power the Espada has.
Xcution
Is a secret faction of Fullbringers operating in the Human
World. They function much like a secret society where they
make a pact to share their powers with one another and
pledge themselves to. The initial members of Xcution began
as individuals whom were persecuted or wronged in one way
or another due to their Fullbring powers.
Calendar and Time
The calendar used in Bleach is the same as our Gregorian
calendar. However, it's holidays and major events are that
which are recognized in Japan. Below is a translated calendar
in Japanese.
The days of the week are as follows, Getsuyôbi, Kayôbi,
Suiyôbi, Mokuyôbi, Kinyôbi, Doyôbi, and Nichiyôbi.

7
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Chapter 1: Story of Bleach

R
ead the manga baka, or at the very least watch
the Anime. Don't worry I'll fill this in later...
The Soul King
The Linch Pin
The Warring States Period

8
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Chap 1 continued
Rukongai Defenders
The Genji School Founding
The Quincy Massacre

9
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Chap 1 continued
The Ryoka
Thousand-Year Blood War
A New Era

10
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Chapter 2: Factions

W
ithin this Chapter you will find many factions At your DM’s discretion, you might also have a renown
your character can be apart of. Each specific score in a faction you don’t belong to. You can’t ever formally
faction will have their own rules on how to advance in rank within another faction, but a high renown
join as well as their own benefits. score can earn you additional contacts, favors, and other
Choosing a faction can greatly shape the benefits. This option can be useful in an intrigue-heavy
decisions, motives and course of the campaign where the adventurers spend a lot of time trying to
campaign. influence the leaders of various factions.
Is your group all Shinigami, working together to defend
Soul Society from the Hollow and any other forces that Benefits of Renown
would disrupt the balance of souls? As you gain renown in a faction, you gain certain benefits.
Are you a group of Quincy trying to find purpose and Most benefits are faction-specific, but there are general
identity after being led to a bloody war and betrayed by the benefits that apply no matter which faction you belong to.
previous leader?
Perhaps your a group of Hollow trying to survive the Losing Renown
desolate wastes of Hueco Mundo, attempting to feed as much If you commit a serious offense against your faction or its
as possible to not regress back into a mindless beast? members, you might lose renown within the faction. The
Or are you a group of friends just finishing highschool and extent of the loss depends on the infraction and is left to the
discovering your able to see ghosts, and have extraordinary DM’s discretion. A character’s renown score with a faction
abilities? can never drop below 0. If your renown score drops below the
Despite which faction you choose, within each one you will threshold for a rank or privilege you have attained, you lose
earn Renown. that benefit. Even if you regain the lost renown, you might
find it more difficult to again secure a position or rank you
Renown have previously lost.
As you advance the goals of your faction through your Styles of Membership
adventures, you become an increasingly important part of the As you’re playing a character associated with one of the
faction’s activities. You might rise through the ranks, factions, think about your character’s relationship with the
eventually taking up a position as an Espada, or the Captain faction. Faction members can be grouped into four
of a division! categories, depending on their motivations and priorities:
Your status in your faction is measured by your renown loyalists, opportunists, rebels, and anomalies. Which one of
score. As you increase that score, you gain the opportunity to these descriptions best fits your character?
advance in the ranks of the faction. Loyalists join a faction because they firmly believe in the
When you join a faction as a starting character, your factions ideals and want to advance its goals. Their
renown score with that faction is 1. Your renown score membership in the faction is a badge of identity for them.
increases by 1 when you do something to advance the They’re typically of the races and classes most strongly
faction’s interests, assuming that other members of the associated with the faction, and their personality traits and
faction are aware of what you’ve done. Each faction’s ideals fall in line with the suggestions for the faction.
description in this chapter includes a discussion of its goals Opportunists join a faction based on what they can gain
and your role in pursuing those goals, which your DM will from becoming members. Every faction offers its members
use to judge whether you earn an increase in your renown something — whether concrete benefits such as opportunities
score. for wealth or more subtle, intangible rewards such as social
The various ranks within the factions describe the range of status — and getting that something is the primary motivation
tasks you might perform. When you’re assigned a mission for this type of character. Opportunists often pay lip service to
that involves an adventure — leaving behind your faction the ideals and goals of the faction, looking out for themselves
holdings and putting yourself in danger — and you complete first and the faction second (at best).
that mission, your renown score with that faction increases. Rebels love the faction they’re in but don’t conform to
Chapter X includes information for the DM about missions faction expectations. They might be good-hearted idealists
appropriate for your faction. trying to bend a shady faction toward nobler pursuits, or they
Other tasks that don’t involve adventuring can also improve might be selfish egotists hoping to direct the factions actions
your renown score. You can use the time between adventures toward promoting their own interests.
to improve your renown within your faction by performing Anomalies are individuals who join factions contrary to all
these tasks, as well as by socializing with prominent people expectations. Their race or class (or both) is outside the norm
in the faction. After doing so for a total number of days equal for their faction, but their personalities and ideals fall
to your current renown score multiplied by 10, your renown perfectly in line; that’s why they joined.
score increases by 1.

11
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Bonds and Contacts
As a benefit of your faction membership, you have contacts
both inside and outside the faction. Contacts are useful
resources in the worlds, where a friendly face can be more
valuable than gold.
As stated in the Player’s Handbook, bonds represent your
connections to people, places, and events in the world.
Contacts are people you have a connection to, but they’re not
necessarily bonds. People can be bonds if they inspire you,
motivate you, or make you act against your best interests.
(They can represent flaws if their existence amounts to a
weakness for you.) Contacts, in comparison, are simply
people you know. They might be friends, rivals, or even family
members, but their relationship with you is rarely as strong
as with a bond.
Starting Contacts
Your character starts the game with three contacts: an ally in
their faction, a rival in their faction, and an ally or rival in
another faction. Tables in each faction section help you
determine who these contacts are — facts that you can build
on by working with your DM to add some details. The table
entries for contacts are written in the first person, where “I”
is your character.
You’ll roll twice on the Contacts table for your faction. Your
first roll gives you an ally. Your second roll gives you a rival,
who might be friendly, jealous, or antagonistic. (It’s possible
for these to be the same person; a single person might be
generally friendly toward you and simultaneously jealous of
your success, for example.) Then you’ll roll once on the table
of contacts from other factions. That contact could be either
an ally or a rival, or you might instead gain a third contact
from your own faction.
Factionless
The main factions of Bleach might be considered all there is
to this setting, but they aren't all that makes up this world.
There are many people that might not be part of the factions.
Many of the souls in Soul Society are not part of the Gotei
13. Most of them are regular souls within the Rukongai just
trying to live out there lives as best they can. Some Shinigami
might reside within the Human World being either exiled as
punishment or fugitives in hiding.
Hollow that are not part of the Espada are either too weak
to join, afraid to be eaten or see no value or desire to join
them.
Many Quincy residing in the surrounding city of Silbern
are the same as the souls within the Rukongai, your average
commoner.
Within the Human World, there are Fullbringers who are
not part of Xcution because they either haven't been recruited
yet, avoid them, or are unsure of their own power and hide it.

12
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As with any army, the Gotei 13 has ranks. There are 20
Gotei 13 ranks for officers, but no ranks for non-officers. The lower the
number is, the higher the rank. The Gotei 13 is a faction with
The Thirteen Court Guard Divisions serves as a military a merit-based hierarchy. It has disposed of the system of rank
force for Soul Society with it's primary responsibilities based on seniority. Abilities are the only thing used to
consisting of: determine one's rank.
The defense of the Seireitei, the center of Soul Society. Captain-Commander
The deployment of Division members into enemy territory
for combat operations. The supreme leader of the Gotei 13. as well as the captain of
The deployment of Task Forces as defensive measures in the 1st division. The position requires the Captain-
the Human World. Commander to oversee the overall operations of the Gotei 13,
The guiding of souls to Soul Society. as well as any other organizations attached to a Division such
as the Onmitsukidō and Kidō Corps. The only power the
History Captain-Commander answers to is the Central 46 Chambers,
who elect the successor of the current Captain-Commander
Most of the history of the Gotei 13 remains unknown. The in the event of their death.
faction was founded by Genryūsai Shigekuni Yamamoto, who
served as its head as the Captain-Commander for over one- Captain
thousand years until he fell in battle. The mantle was then The leader of one of the thirteen divisions (with the special
passed down to Shunsui Kyōraku, the former Captain of the case of the Captain-Commander). Captains are generally the
8th division. most respected Shinigami within the Soul Society. Initially
The Gotei 13 aren't a very cohesive unit, but a collection of with one exception, all captains are able to utilize the final
individual divisions that work together for the greater good stage of their Zanpakutō, and are far more powerful than
and defense of the Seireitei. The command of the divisions even their lieutenants. They have extensively trained, if not
are generally left to the discretion of its particular captain, mastered, their Bankai, allowing them to use the enormous
who commonly runs it however way they see fit, allowing for power effectively in battle. Most captains are skilled in the
the change of a division's traditional duties to an entirely new use of Shunpo and Kidō, and generally have extensive
set and even the creation of a separate institution connected knowledge of Shinigami history and battle tactics. All of
to the division. The Gotei 13's main duty is to defend the these factors create a vast power gap between captains and
Seireitei, but they are allocated districts in Rukongai to lower-ranked officers.
defend. In addition to these duties, Shinigami have to deal They function as Chief executive officers, and they
with the business of being assigned to the Human World. determine the course, organization, tactics, and policy of
The only general authority to call forth a combined front is their division. The power a captain has over their division is
an edict from the Central 46 Chambers, or more often the absolute and cannot be questioned by subordinates or the
Captain-Commander. It is not uncommon for captains to not captains of the other divisions. A captain can choose to
see each other as a whole group for long periods of time, change their divisions specialty. Captains only have the right
except for cases involving a threat to all of Soul Society, a to punish the actions of their subordinates and not those of
captain's punishment, or, to a lesser degree, a captain's other divisions unless the division in question has no current
promotion. On a regular basis, the captains are spread out all captain or the subordinate's actions are against the laws or
across Soul Society doing their divisions' duties, whatever rules of Soul Society.
they may be. They are so far spread out, getting the captains The true power of Soul Society lies in the captains of the
together as a group, or even getting their lieutenants together Gotei 13, as they are the leaders of its military arm. With
as a group, could normally take a day to accomplish. them at full strength, Soul Society is safe and almost
Unless specifically ordered by the Captain-Commander, unbeatable. If they are broken, their strength dwindles,
captains can choose whether or not to attend meetings (at making them highly vulnerable.
their own risk) or not even involve themselves in the daily There are three different ways to become a Captain:
situations of Soul Society. Captains are not allowed, without
permission, to carry out activities outside of their normal 1. Captain Proficiency Test. A test which requires the ability
jurisdiction or their division. The captain of one division to perform Bankai. Nearly all Shinigami become captains
cannot punish the subordinates of another captain. using this method. At least three existing captains,
including the Captain-Commander, have to witness the
Structure test.
2. Personal Recommendation. To have personal
The Gotei 13 is made up of thirteen divisions, with several recommendations from at least six captains and approval
divisions having certain specializations. The Gotei 13 is led from at least three of the remaining seven.
by the Captain-Commander, who has the statuary authority to
conduct all the affairs of the Gotei 13 while deferring to the
authority of the Central 46 Chambers in matters involving
Soul Society.

13
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3. Trial by Combat. To defeat a captain in one-on-one combat Current Members
with at least 200 witnesses from the captain's division.
This method is seen as being the exceedingly rarest and
the least refined of the three. The method is commonly
looked down upon by some captains as barbaric
compared to the other refined methods. This method
allows one to bypass having the mastery of Bankai or
other possible abilities which a captain would otherwise
be required to have knowledge of, for it allows no
judgment from captains who would require those skills as
a prerequisite to join their ranks.
Lieutenant
Also refereed to as the Assistant or Vice Captain, they are the
2nd seated officer in the a division.
Lieutenants function as executive officers for their division,
taking care of or supervising day-to-day operations. Along
with their captains, they are not assigned to one specific
squad. They generally only know the Shikai of their
Zanpakutō but they are still the second strongest in their
division. In the case of a division captain's death, departure,
or other circumstances making them unable to perform their
duties, the lieutenant acts as the "substitute captain" until
another can be assigned.
The authority to appoint or dismiss a lieutenant lies solely
with the captain of the respective division, a privilege which
was granted to them with the support of the Central 46
Chambers. Captains reserve the right to appoint multiple
lieutenants at a single time, though this is rarely done due to
it being both considered highly unorthodox and heavily
frowned upon by the Central 46 Chambers. Though rarely
exercised, any potential candidate retains the right to decline
the nomination.
Seated Officers
Seated officers are the remainder of the officers in the Gotei
13 which hold ranks at or below 3rd Seat. Captains and
lieutenants have the ranks of 1st and 2nd Seats, respectively.
Next to that, there are 18 more seats (3rd-20th). In the Gotei
13, only one person can hold a senior officer rank (such as
3rd or 5th seat), but there are several holders of junior officer
ranks (e.g. 20th seat). Seated officers often lead sub-units
within each division.
Size and Recruitment
Each Division is made up of just over 200 Shinigami, with
the Gotei 13's standing force being just around 3000 total
enlisted troops. The Shinigami are typically recruited
through the Shinigami Academy, but it must be noted not all
graduates make it into the Gotei 13. Graduates from the
Academy are required to take an entrance exam for the Gotei
13, and only those who pass are allowed to join. This exam
can be taken multiple times. The influence of the Noble
Families can somewhat undermine this process, as Rukia
Kuchiki graduated early and was placed into the Gotei 13
from Byakuya Kuchiki's workings.
Transferring to Another Division
Officers do not necessarily serve in their assigned division for
life. It is customary to be transferred to another division after
gaining some experience, an event which often coincides
with a promotion.

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6th Level:
1st Division This level is reserved for those who have abused the Dangai
The First Division is ranked highest among the 13 Divisions. or tampered with the Dangai records.
Even subordinate members of the First Division are 7th Level:
considered model Shinigami. Emergencies must be dealt
with swiftly; quick decisions and quick actions are essential. This level is reserved for those who have seriously disrupted
The division is able to ascertain a situation and mobilize the balance of souls.
quickly even before an order is issued. That is the true value 8th Level: Muken
of the First Division.
This level is for those who have committed treason or similar
Duties of the 1st Division serious crimes. It is also used to seal away powerful entities
who are unable to be killed.
With the Central 46 being the judicial and legislative Muken is a voided space completely sealed off from the
authority of Soul Society, the First Division is the Executive outside world, aside from the main tower that serves as the
authority. They are to enact, enforce, adjudicate and arbitrate entrance and exit. The realm stretches on infinitely. Under
the laws enacted by the Central 46. However, the 1st division normal circumstances, non-criminals are not permitted
can present new laws to the Central 46 to enact, or request a entrance.
current law to be amended or remanded. To do so the
lieutenant and many of the higher seated officers function as
diplomats and lobbyists to gain favor from the noble houses, 1st Division Characters
as that's who the Central 46 is made up of. Most Division You might enjoy playing a character who belongs to the 1st
members that take on this role are civil law notaries, court Division if one or more of the following statements are true:
clerks, legal advisors and judges.
The secondary duties of the division is the official record You're drawn to the idea of political intrigue.
keeping of the 13 Divisions. These are archivists, clerks, and You're interested in schmoozing or manipulating the
librarians in charge of managing the administrative and upper echelons of Soul Society.
clerical duties when someone joins a division, there is a You're interested in a heavy RP character.
promotion, and a Shinigami transfers from one division to
another. Each division is responsible for their own record Joining the 1st Division
keeping, the 1st division clerks gather this information from During your time at the Shin'ō Academy you were drawn to
each division. There records are then audited, consolidated the bureaucracy of Soul Society from one of many reasons.
and filed within the Central Records Hall, located within the You could've been a commoner, drawn to the 1st division to
1st Division. help and better the life of the souls in the outer reaches of the
Central Great Underground Prison Rukongai. Maybe you were drawn to the great responsibility
the division has to mobilize soul society or the status of being
The final duty of the 1st division is managing the Central from this division. Perhaps you come from a prominent
Great Underground Prison. This is an underground prison family required to join this division, or it is tradition for you to
where Shinigami who broke the laws of Soul Society are do so. Whatever the reason, you wish to be part of the
sentenced to. The prison consists of eight levels, in which the necessary bureaucracy that runs Soul Society.
Central 46 decides which the the criminal Shinigami would Once you've joined the division your bureaucratic
be confined, depending on the severity of their crimes. The adventures begin. Bureaucracy might seem like the opposite
prison is located underneath the barracks of the 1st Division. of adventure, but it is possible to immerse yourself in the life
of a civil servant in the division and still live an adventurous
1st Level: life. You might be a mild-mannered clerk or scribe who got
This level is for those who have either committed serious caught up in a whirlwind chain of events beyond your control,
crimes, such as murder. or you might be stationed at the prison keeping order and
ready for any attempted prison breaks. Or you could serve as
2nd Level: a emissary or lobbyists for enacting change withing soul
This level is reserved for a Shinigami who has killed a society. You would be tasked with securing the support of the
Human without permission or has given a Human their other captains and noble houses for a particular piece of
spiritual power. legislation or permission.
3rd Level: Shugō
This level is reserved for those who used forbidden Kidō.
4th Level:
This level is reserved for those who have meddled in the
affairs of a Noble Family.
5th Level:
This level is reserved for those who have acquired or
attempted to acquire Hollow-like powers.
15
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Background: 1st Division Member Rank and Renown
Hollows running amok, defected captains disrupting the By gaining renown as a member of this division, you can
balance, invasions from long thought extinct Quincy and the advance. Promotion through the ranks requires the approval
only thing standing in the way is the 1st Division. you're a of a superior officer. Advancement is a reward for services
proud member of this division, which enforces the laws and rendered to the division, rather than an automatic
keeps the order that keeps Soul Society functioning smoothly consequence of increased renown.
and safely.
Skill Proficiencies: Insight, Persuasion Rank 1: Division Member
Equipment: A black Kosode with your division insignia Prerequisite: Renown 1 or higher
embroidered on the inside, a bottle of black ink, a pen, a set Your specific duties vary at this rank. You can choose
of fine clothes, and a silk pouch containing 10 gp. You are where you will be stationed in between adventures, The
also provided lodging within the barracks, which is usually Archives, Prison or as an assistant for one of the courtiers.
shared by 1-3 other division members. No 1st Division member lives in poverty. Between
adventures, you earn a salary that supports you at a modest
Feature: Court Functionary lifestyle, you are also provided room and board within the
Your knowledge of how bureaucracies function lets you gain barracks.
access to the records and inner workings of any noble court
or government you encounter. You know who the movers and Rank 2: Seated Officer
shakers are, whom to go to for the favors you seek, and what Prerequisites: Renown 5 or higher in this division
the current intrigues of interest in the group are. As a seated officer, you are assigned a number, the higher
the number, the greater the authority. You are assigned a
Contacts specific role and title.
The 1st Division is a sprawling bureaucracy, and people in a
variety of positions throughout the division can pull strings to If you were stationed in the Central Records Hall, you
make things happen. When choosing an ally and rival, you assume the title of Archivist, Librarian, Scribe,
can roll on the 1st Division Ally and Rival tables; or choose Bookkeeper or Auditor.
one from each. If you were stationed in the Prison, you assume the title of
Executive Clerk, Unit Member, or Prison Officer.
1st Division Ally If you were stationed with a Courtier, you assume the title
d6 Contact of Page, Chamber Keeper or Personal Clerk or Notary to
a Noble house.
Before I joined the academy, I was a clerk for a
1
prominent judge. You are recognized as an official in your field. You are
provided a private room within the barracks, or where you
2
A family member is an archivist for the Central are stationed. Between adventures, you earn a salary that
Records Hall. supports a comfortable lifestyle.
One of my childhood friends is now a guard at the
3 Rank 3: Senior Officer
Central Great Underground Prison.
I know a mod-soul in the division who can get things
Prerequisites: Renown 10 or higher in this division
4
done behind the scenes.
You have further advanced within your chosen duty.
My former mentor was promoted as a courtier for one If you were stationed in the Central Records Hall, you
5
of the noble houses. assume the title of Chief Archivist or the Head of a
Department.
6
While at the academy, the Captain complimented me If you were stationed in the Prison you assume the role as
on my skills and suggested I join the division. an Associate Warden of which concentrates on one
segment of the prison.
1st Division Rival If you were stationed with a noble house, you have
d4 Contact become a steward, cofferer, master of ceremonies, or
This rival is a guard, that often deals with a family
some other official title within your serving noble house.
1 member of yours locked in the prison, and they don't You are provided a more lavish quarters to reside in
believe you are any different than them. between adventures. When you are in need of materials
This rival is a judge, that presided over many of your pertaining to your job or for a related mission, they are
2 cases when you were a troublemaker before the usually provided for you at no cost. Additionally, you earn
academy, and they have a very close eye on you. enough money for comfortable lifestyle.
A family member that is not happy of the division you
3 joined and is trying to get you to transfer to the 1st
division.
4 You have incurred the ire of a particular noble house.

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Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As a lieutenant you are the Captain-Commanders shadow,
shield and sword. You not only assist them with their captains
duties but have your own special role as well.
You are the Warden of the Prison, granted the previous
one retires, passes away or is no longer able to perform
their job.
You are in charge of the Grand Records Hall as the Grand
Archivist, granted the previous one retires, passes away or
is no longer able to perform their job.
If you're part of a noble house, you are now a Royal
Chamberlain with considerable influence.
You are granted a private suite within the barracks and by
your noble house. Additionally, you earn enough money for a
wealthy lifestyle.
Rank 5: Captain-Commander
Prerequisites: Renown 50 or higher in this division, passed
the Captain Proficiency test and be appointed by the Central
46.
As the Captain-Commander, you hold one of, if not the
most important role in all of Soul Society. This position
requires you to oversee the overall operations of the Gotei 13.
You also must assess all possible threats to the seireitei,
organize missions, as well as mobilize the Gotei 13 in times
of crisis. The only power the Captain-Commander answers to
is the Central 46 Chambers, who elect the successor of the
current Captain-Commander in the event of their death.
As the Captain-Commander you have an office in the high
towers which has a sweeping view of Seireitei. The Captain-
Commanders quarters is also an extravagant private villa
within the barracks. Additionally, you earn enough money for
an aristocratic lifestyle.

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Inner Court Troops. The fifth branch handles most cover
2nd Division intelligence transmissions within Soul Society, Seireitei
primarily. Many of the members are masters of Shunpo. For
The 2nd Division was one of the first divisions to be closely the public they are couriers. The Shinigami wear a maroon
linked with an independent organization before they were kimono over the black form-fitting legging and long sleeved
formally absorbed by the divisions. The Captain of this tops. They also wear hats and carry a backpack.
division also leads the Onmitsukidō (Stealth Force). The
Onmitsukidō patrols and conducts surveillance in enemy
territory and carries out top-secret operations. 2nd Division Characters
You might enjoy playing a character who belongs to the 2nd
Duties of the 2nd Division Division if one or more of the following statements are true:
The duties of this division are closely linked with the You love subterfuge, intrigue and deception.
Onmitsukidō. They handle covert operations, assassinations You like to play spies, assassins or roguish characters.
and intelligence gathering. Each of the top 5 seated officers is
in charge of a certain branch of the Onmitsukidō. Joining the 2nd Division
Onmitsukidō During your time at the Shin'ō Academy you displayed great
The Onmitsukidō is made up of five branches, for which the skill that complimented the 2nd division. You either learned
first has the most authority, and the fifth has the least. Each spells that are suited for covert operations, or you learned the
one specializing in specific tasks. art of stealth before you joined the academy and were
Punishment Force. The first branch carriers out covert recruited by the division. Additionally, you could have been
missions that involve combat. Members mostly specialize in drawn to this division as the thought of being a spy operating
covertly, or protecting Soul Society away from the usual
Hakuda and are able to operate silently and in secrecy. Their spotlight the other divisions are under.
main duties consist of assassinations, which consist of ex- Once you've joined the division, you begin your adventures
comrades or lawbreakers. They also serve as scouts for of stealth, infiltration, sabotage and surveillance.
major battles or wars. This branch is headed by the
Command-in-Chief of the Onmitsukidō, the 2nd division Background: 2nd Division Member
captain. The uniform resembles a ninja uniform. The Corps
Commander also wears a battle dress known as Keisen Rukongai uprisings brewing, Coups being planned, and
Shōzoku (Punishment War Attire). Its backless and outside forces amassing. These are just a few of the many
sleeveless, this design is so the uniform is unaffected and not situations the 2nd division must deal with, quell and diffuse
ripped away by the Shunkō fighting style. in secrecy.
Patrol Force. The second branch handles intelligence Skill Proficiencies: Sleight of Hand, Deception
gathering within the Seireitei. They gather data on uprisings, Equipment: A black Kosode with your division insignia
investigate and prevent acts of domestic terrorism and detain embroidered on the inside,
anyone under house or arrest or hunt down those that were
and attempt to flee. Feature: Onmitsukidō Specialization
Detention Force. The third branch investigates, The feature you gains depends on the Onmitsukidō branch
apprehends and detains very powerful individuals in the Nest you join. Also, you don't have access to this feature until
of Maggots, which they are also in charge of overseeing. you've proven yourself and reached Rank 2.
When a Shinigami becomes a potential danger to other Punishment Force Assassin. You have advantage on
Shinigami and Soul Society, that Shinigami is brought to the attack rolls against any creature that hasn’t taken a turn in
Nest of Maggots for imprisonment, regardless if they were the combat yet.
put on trial, and even if they did not actually commit any Patrol Force Spy. You gain proficiency with the disguise
crimes; this is to ensure no danger will be brought to Soul kit, the forgery kit, and one gaming set of your choice.
Society. Neither the staff of the Detention Unit nor any other Additionally, upon spending a day with your division you
visitors are permitted to carry a Zanpakutō into the Nest of create a false identity that includes documentation,
Maggots. This measure means the wardens are required to established acquaintances, and disguises that allow you to
be able to control the prisoners with bare hands. If a assume that persona. Additionally, you can forge documents
Shinigami desires to enter and is not adept at hand-to-hand including official papers and personal letters, as long as you
combat, they may not enter. This is to prevent rebellions and have seen an example of the kind of document or the
escapes from the prison. The activities of this branch are handwriting you are trying to copy.
shrouded in mystery and remains virtually unknown to the Detention Force Arrester. When given a target you may
majority of the public as well as most Gotei 13 members up add your proficiency modifier to any skill check pertaining to
to the level of lieutenant. the active gathering of information on your target.
Outer Court Troops. The fourth branch is similar to the
Patrol Force, however they handle covert intelligence
gathering within the Rukongai and outside of Soul Society.
They also handle counter intelligence.

18
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If you are already proficient in that skill, you may add your Between adventures, you earn a salary that supports you at
proficiency modifier again. You may not use this benefit with a poor lifestyle, you are also provided room and board within
skills in which you have expertise. Additionally, when you the barracks.
would perform a grapple, you can instead use Acrobatics in
place of Athletics. Rank 2: Seated Officer
Outer Corps Trooper. You gain proficiency with the Prerequisites: Renown 5 or higher in this division
disguise kit, the forgery kit, and one gaming set of your As an established member you are sent out on missions for
choice. Additionally, upon spending a day with your division your branch. These missions are usually not dangerous and
you create a false identity that includes documentation, routine.
established acquaintances, and disguises that allow you to Between adventures, you earn a salary that supports you at
assume that persona. Additionally, you can forge documents a modest lifestyle, you are also provided a private room
including official papers and personal letters, as long as you within the barracks.
have seen an example of the kind of document or the
handwriting you are trying to copy. Rank 3: Senior Officer
Inner Corps Trooper. Increase your Shunpo by 10 feet. Prerequisites: Renown 10 or higher in this division
Additionally, if you would being combat with 0 Shunpo, you As a senior member you are either routinely entrusted with
regain 10 feet. very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
Contacts branches.
The 2nd Division is a mass web of spies, informants, Between adventures, you earn a salary that supports you at
infiltrators and intelligence gatherers. Through your division a Modest lifestyle. You are also provided a more lavish private
you've encountered a few people who you can come back to room within the barracks.
for assistance in your covert operations. When choosing an
ally and rival, you can roll once on each of the 2nd Division Rank 4: Lieutenant
Ally and Rival tables; or choose one from each. Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
2nd Division Ally ears. You are usually always by their side. Additionally, you
d4 Contact are in charge of one of the Onmitsukidō branches.
1 I'm close with someone in the Inner Court Troops.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
2
A good friend was promoted into work they can't tell lieutenant suite within the barracks.
me about.
3 I'm close with a smuggler.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
4
I was once a target for assassination, I was instead must have passed the Captain Proficiency test
brought into the fold. As the Captain you oversee the division and Onmitsukidō.
Traditionally, as the captain you are also the leader of the
2nd Division Rival Punishment Force branch.
d4 Contact Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
1
A patrol force member doesn't like me ever since I quarters, which is a private villa within the barracks.
accidentally disrupted a sting operation.
I once dated someone from another branch, it didn't
2
end well.
A punishment force member is a family member upset
3
I've join the division.
I've incurred the resentment of one of the five seated
4
officers.

Rank and Renown


By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
rendered to the division, rather than an automatic
consequence of increased renown.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
19
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Feature: By Popular Demand
3rd Division You can always find a place to perform, usually in an inn or
The third division revolves around Arts & Culture. This tavern but possibly with a circus, at a theater, or even in a
division is also responsible for the Seireitei Communication. noble’s court. At such a place, you receive free lodging and
This responsibility used to be part of the 9th Divisions duties, food of a modest or comfortable standard (depending on the
however with Kensei Muguruma returned as the Captain and quality of the establishment), as long as you perform each
revived Muguruma Commando Unit, he handed over these night. In addition, your performance makes you something of
duties to someone he thought was much more suitable; a local figure. When strangers recognize you in a town where
Captain Rōjūrō "Rose" Ōtoribashi of the 3rd Division. Under you have performed, they typically take a liking to you.
Rose's command the Seireitei Communication prospered and
went from just a magazine publishing group, to a full Contacts
production studio. The 3rd Division is a faction of actors, writers, musicians and
more. Through your division you've encountered a few people
Duties of the 3rd Division who you can come back to for assistance in your adventures.
When choosing an ally and rival, you can roll once on each of
The main duties of the 3rd division is to raise morale and the 3rd Division Ally and Rival tables; or choose one from
build solidarity not only among the Shinigami, but among the each.
masses of Soul Society. Secondary duties is to record and
preserve the arts & culture of Soul Society. The final duty 3rd Division Ally
being the Seireitei Communication. d4 Contact
Seireitei Communication 1 A friend of mine is a musician.
The Seireitei Communication is a full media publication and 2
A family member in the theater branch is a set
production studio made up of six branches; Theater, Music, designer.
Manga, Newspaper, Radio and Television. Each branch has 3 A Radio host owes me a favor.
its own full team of members and is overseen by seated
members, usually seats 3-8. The vice-captain ensure the 4 A childhood friend is a journalist.
preservation of the arts & culture and ensure current
published material is appropriate. While the Captain 3rd Division Rival
oversees the entirety of the division. d4 Contact

3rd Division Characters 1 A musician is convinced I plagiarized them.


A prominent director is upset of my critique that was
You might enjoy playing a character who belongs to the 3rd 2
published.
Division if one or more of the following statements are true:
3 I owe a huge debt to one of the television producers.
You like playing showy, dramatic characters. 4 I've been blacklisted by one of the branches.
You are drawn towards the arts.
Fighting is not only about skill and prowess, but flare.
Rank and Renown
Joining the 3rd Division By gaining renown as a member of this division, you can
During your time at the Shin'ō Academy, or before, you advance. Promotion through the ranks requires the approval
displayed great artistic that complimented the 3rd division. of a superior officer. Advancement is a reward for services
Before joining the academy you wanted to be a great artist, rendered to the division, rather than an automatic
and the sure fire path towards that was joining the 3rd consequence of increased renown.
division. Maybe you discovered your passion for the arts
during your time at the academy. Rank 1: Division Member
Once you've joined the division, you begin your adventure Prerequisite: Renown 1 or higher
of becoming a great artist. Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
Background: 3rd Division Member various duties and jobs of that branch.
Scheduling delays, over budget projects, creative differences, Between adventures, you earn a salary that supports you at
divas and scandals. These are just a few situations a 3rd a poor lifestyle, you are also provided room and board within
division member must deal with. the barracks.
Skill Proficiencies: Acrobatics, History or Performance Rank 2: Seated Officer
Equipment: A black Kosode with your division insignia Prerequisites: Renown 5 or higher in this division
embroidered on the inside, As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.

20
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Between adventures, you earn a salary that supports you at a
modest lifestyle, you are also provided a private room within
the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

21
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4th Division Joining the 4th Division
The Fourth division is arguable one of the most important During your time at the Shin'ō Academy you might have been
divisions of the Gotei 13. This division first and primary scouted for this division either due to your peaceful nature, or
function is to provide and administer emergency first aid to your skills were more for providing support than combat, or
the injured and transports them to the General Emergency maybe you decided that your skills would be better put
Relief Station if necessary. towards the community than violence.
The Fourth division also handles many other essential Background: 4th Division Member
functions of the Souls Society; Supply transportation, Fire
relief and Janitorial. Repairing builds from the previous war, diving into burning
buildings to save a child, guarding supply caravans and
Duties of the 4th Division providing first aid as war rages on around you; these are few
The fourth division is split into four stations, each one examples of situations the Fourth division must deal with.
handling unique and essential roles for the Seireitei. Skill Proficiencies: Choose two from the following:
Medical. Members of this station provide medical services. Athletics, History Investigation, Medicine, Perception.
Supply. Members of this station ensure the transportation Equipment: A black Kosode with your division insignia
and distribution of essential items to and out of the Seireitei. embroidered on the inside,
Firefighting. Members of this station are dispatch to put Feature: Undercity Paths
out fires within Seireitei and the Rukongai. You know hidden, underground and esoteric pathways that
Janitorial. Members of this station handle most of the you can use to bypass crowds, obstacles, and observation as
manual labor, such as cleaning within Seireitei to repairing you move through the city. When you aren’t in combat, you
roads. and companions you lead can travel between any two
locations in the city twice as fast as your speed would
Coordinated Relief Station normally allow. These paths sometimes harbor danger and
The medical station is made up of doctors, nurses, combat isn’t guaranteed to be safe.
medics and associated personnel. This station consists of You gain additional benefits depending on your station.
forty-six relief teams. Eight teams per cardinal section of the Coordinated Relief Station. You and your companions
Rukongai and fourteen relief teams for the Seireitei. These can find a place to hide or rest in any relief post in the city,
fourteen teams are the Advanced Relief Teams. unless you have proven to be a danger to them. The members
of the post will shield you from the law or anyone else
Coordinated Supply Station searching for you, though they will not risk their lives in this
effort. In addition, as a division member you can receive free
The supply station is in charge of the transportation and healing and care at a post, though you must provide any
logistics of almost all physical goods within Soul Society. material components needed for spells.
They insure the Seireitei and divisions get their needed Coordinated Supply Station. You know where and from
supplies. From food, clothes, equipment, raw materials, to whom you can obtain any raw materials, weapons or
their Zanpakutō. equipment. Usually, this information comes from a division, a
library, or an independent scholar or other learned person,
Coordinated Fire Station creature or faction. Knowing where the goods can be found
The fire station is in charge of fire prevention and fire doesn’t automatically enable you to acquire it; you might need
fighting. If a fire would break out in the Seireitei or Rukongai, to offer bribes, favors, or other incentives to induce people to
they will be dispatched to handle the situation. reveal their wares.
Your DM might rule that the wares you seek is secreted
Coordinated Janitorial Station away in an inaccessible place, or that it simply can’t be found.
Unearthing the deepest secrets of the multiverse can require
The janitorial station handles the majority of the manual an adventure or even a whole campaign.
labor for Soul Society, from the cleaning of the Seireitei to Coordinated Fire Station. You can find a place to hide,
repairing roads. This station is responsible for the rest, or recuperate among commoners, unless you have
immaculate and structural stability of the Seireitei. shown yourself to be a danger to them. They will shield you
from the law or anyone else searching for you, though they
4th Division Characters will not risk their lives for you. Additionally, they can provide
You might enjoy playing a character who belongs to the 4th info, gossip and directions to info within the area.
Division if one or more of the following statements are true: Coordinated Janitorial Station. You have keys to enter
just about any building. Though this doesn't mean you have
You're drawn to the idea of being a support character. permission to enter. If you abuse this privilege, though, you
You like the idea of being part of peaceful community, but can get in serious trouble with your superiors and even be
willing to fight to defend it. stripped of your position.
You're interested in a heavy RP character.

22
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Contacts Rank 4: Lieutenant
The 4th Division is a division of doctors, nurses, laborers, Prerequisites: Renown 15 or higher in this division
firefighters and other salt of the earth people. When choosing As the lieutenant you are your captains shadow, eyes, and
an ally and rival, you can roll once on each of the 4th Division ears. You are usually always by their side.
Ally and Rival tables; or choose one from each. Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
4th Division Ally lieutenant suite within the barracks.
d4 Contact
Rank 5: Captain
1 You're close with a Fire Chief. Prerequisites: Renown 25 or higher in this division; you also
2 You're related to an advanced relief station member. must have passed the Captain Proficiency test
As the Captain you oversee the division.
3 A shift manager in the supply station owes you a favor. Between adventures, you earn a salary that supports you at
4 The captain healed you and saved your life. a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.
4th Division Rival
d4 Contact
1 A supply guard believes I'm responsible for a robbery.
A firefighter is wary of my presence, he remembers me
2
from my mischievous Rukongai days.
The janitorial station manager transfered me out for
3
abusing my access for scandalous deeds.
My childhood rival beat me to being part of the
4
advanced relief team.

Rank and Renown


By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
rendered to the division, rather than an automatic
consequence of increased renown.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
23
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Contacts
5th Division The 5th Division is a division of other planar explorers and
After the previous war and invasion of Soul Society, Shinji ambassadors. When choosing an ally and rival, you can roll
Hirako, the newly appointed captain of the fifth division, once on each of the 5th Division Ally and Rival tables; or
dedicated his division to the protection of the Soul Society choose one from each.
from outside forces. By having them patrol the other realms
to monitor them as well as being ambassadors to broker 5th Division Ally
peace between the realms. d4 Contact
1 Farmer from Schatten Bereich
Duties of the 5th Division
2 Childhood friend stationed in Hueco Mundo
The fifth division has two significant roles. The first role is to
patrol the other realms to monitor any hollow activities, as 3 Otaku from the Human Realm
well as provide protection from Hollow attacks. The second is 4 Mischievous Kitsune from the Beast Realm
to be ambassadors and liaisons between other realms and
Soul Society.
5th Division Rival
Seireitei Interplanar Nexus d4 Contact
The Seireitei Interplanar Nexus is split into two subdivisions. 1 Forest nymph from the Beast Realm
Planar Patrol. Members are assigned to another realm to 2 Arrancar from Hueco Mundo
monitor it for Hollow activities, usually the Human Realm.
There they report activity, engage hollows when necessary 3 Noble of Silbern
and provide protection if necessary. 4 High ranking Yakuza from the Human Realm
Ambassadors. These members meet with and are
stationed at the courts of other realms and provide assistance
with trade, advice and relations between the two realms. Rank and Renown
By gaining renown as a member of this division, you can
5th Division Characters advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
You might enjoy playing a character who belongs to the 5th rendered to the division, rather than an automatic
Division if one or more of the following statements are true: consequence of increased renown.
You're drawn to the idea of political intrigue. Rank 1: Division Member
You're interested in visiting other realms. Prerequisite: Renown 1 or higher
You're interested in a heavy RP character. Your specific duties vary at this rank and are very minor.
Joining the 5th Division You have decided on your branch and are introduced to the
various duties and jobs of that branch.
During your time at the Shin'ō Academy you might have been Between adventures, you earn a salary that supports you at
drawn to the prospect of seeing another realm. To escape the a poor lifestyle, you are also provided room and board within
Rukongai and embark on far off adventures. Or maybe the the barracks.
previous invasion impacted you in such a way that you believe
in the 5th divisions mission. Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
Background: 5th Division Member As an established member you are sent out on missions for
Braving into unknown realms, combating unique foes and your branch. These missions are usually not dangerous and
establishing rapport with foreign kingdoms. These are a few routine.
examples you will encounter as a 5th division member. Between adventures, you earn a salary that supports you at
Skill Proficiencies: Choose two from the following: a modest lifestyle, you are also provided a private room
History, Insight, Perception, Survival, Persuasion within the barracks.
Equipment: A black Kosode with your division insignia Rank 3: Senior Officer
embroidered on the inside, Prerequisites: Renown 10 or higher in this division
Feature: Wanderer As a senior member you are either routinely entrusted with
You have an excellent memory for maps and geography, and very dangerous or important missions. Alternatively, as a
you can always recall the general layout of terrain, higher seated officer you can be put in charge of one of the
settlements, and other features around you. In addition, you branches.
can find food and fresh water for yourself and up to five other Between adventures, you earn a salary that supports you at
people each day, provided that the land offers berries, small a Modest lifestyle. You are also provided a more lavish private
game, water, and so forth. room within the barracks.

24
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Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

25
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Showing your SPD badge gets you an audience with
6th Division anyone you want to talk to (though it might cause more
problems than it solves when you’re dealing with incorrigible
The 6th division enforces the law as Soul Society’s police lawbreakers). If you abuse this privilege, though, you can get
force. They want to protect the people of Soul Society and in serious trouble with your superiors and even be stripped of
foster a community of peace and harmony. A society’s values, your position.
they contend, are reflected in the laws it upholds. Something
is good if it is lawful. Contacts
The 6th Division is a division of arresters, investigators and
Duties of the 6th Division other personal that assist in solving crimes. When choosing
The duties of the 6th division is to respond to and investigate an ally and rival, you can roll once on each of the 6th Division
crimes, arrest lawbreakers and detain them to be further Ally and Rival tables; or choose one from each.
prosecuted. 6th Division Ally
Seireitei Police Department d4 Contact
As you join the 6th division you must take on one of the 1 Someone in the forensics department owes me a favor
following roles. 2 I'm related to someone in the evidence department
Arrester. As an arrester you maintain the peace by
removing threats — both actual and potential — identified 3 A Street thug feeds me info so I don't arrest them
through regular patrols, citizen reports, and occasionally The vice-captain has high hopes of me, I can't fail
alerts from other divisions. 4
them
Investigator. As an investigator you relentlessly seek the
truth. Motivated by the law or a sense of justice, you uncover 6th Division Rival
secretes from unsolved crimes to conspiracies.
d4 Contact
6th Division Characters 1 I owe a debt to someone in the records department

You might enjoy playing a character who belongs to the 6th 2 An arrester knows I let someone go free on the field
Division if one or more of the following statements are true: An investigator and I mutually blackmail each other
3
constantly
You're drawn to the idea of a hard-bitten arrester trying to
impose order. 4
An investigator believes i'm linked to an unsolved case
You're interested in uncovering mysteries as an years ago, they don't they're correct yet
investigator.
You like playing lawful characters with depth. Rank and Renown
Joining the 6th Division By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
During your time at the Shin'ō Academy you were drawn to of a superior officer. Advancement is a reward for services
the 6th divisions sense of justice, or upholding and enforcing rendered to the division, rather than an automatic
the law is something important to you. Maybe your skills in consequence of increased renown.
Bakudō were so great the 6th division tried to recruit you as
an arrestor. Rank 1: Division Member
Prerequisite: Renown 1 or higher
Background: 6th Division Member Your specific duties vary at this rank and are very minor.
Patrolling districts, issuing citations, diffusing hostile You have decided on your branch and are introduced to the
situations, engaging and combating criminals are only a few various duties and jobs of that branch.
situations you will face as a 6th division member. Between adventures, you earn a salary that supports you at
Skill Proficiencies: Choose two from the following. a poor lifestyle, you are also provided room and board within
Athletics, Acrobatics, Investigation, Insight or Intimidation. the barracks.
Equipment: A black Kosode with your division insignia
embroidered on the inside, Seireitei Police Badge Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
Feature: Legal Authority As an established member you are sent out on missions for
You have the authority to enforce the laws of Soul Society, your branch. These missions are usually not dangerous and
and that status inspires a certain amount of respect and even routine.
fear in the populace. People mind their manners in your Between adventures, you earn a salary that supports you at
presence and avoid drawing your attention; they assume you a modest lifestyle, you are also provided a private room
have the right to be wherever you are. within the barracks.

26
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Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

27
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contacts
7th Division The 7th Division is a division of soldiers, generals, medics,
The 7th division is an almost entire division consisting of etc. When choosing an ally and rival, you can roll once on
Men. But not just ordinary men, these are the most loyal, each of the 7th Division Ally and Rival tables; or choose one
devoted, and courageous men you'll ever meet. The division from each.
consists of masculinity and gusto.
7th Division Ally
Duties of the 7th Division d4 Contact
This division has no special duties other than being the 1 Your childhood friend works in the armory
largest army reserve for Soul Society. Since the previous war 2 A family member is a combat medic
and other divisions expanded their responsibilities in times of
peace, the Soul Society needed a dedicated reserve to 3 A new division recruit looks up to you
respond to threats in times of war. Whether defending off 4 You were on the Captains list of high-priority recruits
waves of invaders, or to be deployed. The Captain-
Commander then held a meeting and asked the captains for
one of them to volunteer their division for this role. Without 7th Division Rival
giving any other captain time to consider, Captain d4 Contact
Tetsuzaemon volunteered his division. 1 You owe the quartermaster a huge debt
Army Reserve 2 A scorned ex-lover is a combat medic
All the members of the 7th division constantly train, as they 3
Your former drill sergeant doesn't believe you got what
must be vigilante and ready to deploy at a moments notice. it takes
They have many garrisons scattered across the Soul Society A seated officer dishonorably discharged you from
and the Human Realm. 4
their platoon

7th Division Characters Rank and Renown


You might enjoy playing a character who belongs to the 7th By gaining renown as a member of this division, you can
Division if one or more of the following statements are true: advance. Promotion through the ranks requires the approval
You want to protect the innocent and fight for justice. of a superior officer. Advancement is a reward for services
You want to play as a battle hardened veteran. rendered to the division, rather than an automatic
You're a manly man! consequence of increased renown.
Joining the 7th Division Rank 1: Division Member
Prerequisite: Renown 1 or higher
During your time at the Shin'ō Academy you were drawn to Your specific duties vary at this rank and are very minor.
the 7th division by either its ideals or the brotherhood You have decided on your branch and are introduced to the
camaraderie they display. Or maybe you were a shining various duties and jobs of that branch.
example of courage, loyalty or manliness. Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
Background: 7th Division Member the barracks.
Rigorous training, combat simulations and front line Rank 2: Seated Officer
deployment are a few scenarios you will face as a 7th division Prerequisites: Renown 5 or higher in this division
member.
Skill Proficiencies: Athletics, and your choice of As an established member you are sent out on missions for
Intimidation or Persuasion your branch. These missions are usually not dangerous and
Equipment: A black Kosode with your division insignia routine.
embroidered on the inside, Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
Feature: Military Theory within the barracks.
You can requisition equipment for temporary use based on Rank 3: Senior Officer
your rank, and you can gain access to any garrison owned or Prerequisites: Renown 10 or higher in this division
occupied by Soul Society, where you can rest in safety and
receive the attention of medics. As a senior member you are either routinely entrusted with
Additionally, you gain one of the following feats: Fighting very dangerous or important missions. Alternatively, as a
Initiate, Martial Adept or War Caster higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.

28
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Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

29
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Equipment: A black Kosode with your division insignia
8th Division embroidered on the inside,
With the 7th division being mostly male, the 8th Division is Feature: Entrepreneur
predominately female, due to the previous Captains You know where and from whom you can obtain funding,
recruitment priorities. This division embodies femininity, whether this be in currency, assets or services. Usually, this
strength, elegance, sophistication and discipline. comes from banks, nobles, or an independent investor or
During times of peace after the war, the rudimentary other faction. Knowing where the funding can be found
monetary system was in shambles. Loan sharks began to rise doesn’t automatically enable you to acquire it; you might need
and gain great power and influence. Many conflicts started to to offer collateral, business plans, favors, or other incentives
arise and at one point gangs were a much more larger threat to invest into your venture.
than a hollow incursion. With this problem in mind the Your DM might rule that the funding you seek is too much,
Captain-Commander appointed the 8th Division to handle would require multiple investors, or your venture is too
this problem, thus the Seireitei Central Bank was formed. outlandish for any savvy business person to invest in.
Duties of the 8th Division Contacts
The 8th division functions as Soul Societies central bank. The 8th Division is a division of clerks, analysts, minters, etc.
They promote the health of the economy, conduct monetary When choosing an ally and rival, you can roll once on each of
policy, supervise and regulate banks, maintain financial the 8th Division Ally and Rival tables; or choose one from
stability, mint new coins when needed, and ensures the Gotei each.
13 receive their funding. 8th Division Ally
Seireitei Central Bank d4 Contact

The SCB is divided into three departments that work 1 An internal auditor owes me a favor
together. Each one headed by lieutenant, 2nd seated officer 2 I have a stake in another members startup
or 3rd seated officer.
The first branch is the Operations Branch. This is the bulk 3 A family member is a bank teller
of the division which consists of bank tellers, clerks, A childhood friend is the personal accountant for a
marketing representatives, internal auditors, branch 4
Noble
managers and loan officers. These individuals handle the
most prominent job duties the division is responsible for. 8th Division Rival
The second department is the Minting Department. They
manufacture the coins used for currency. d4 Contact
The third department is the Financial Research 1
I'm banned from the minting facility for an
Department, which consists of economists, financial embarrassing reason
researchers, financial analysts and bank examiners. 2 An internal auditor is convinced I've embezzled
Then there is the SCB Council, which consists of the
Captain as the head of the council, the lieutenant, the 2nd 3 I've been narrowly avoiding a loan officer over a debt
and 3rd seated officers. During a hollow attack I accidentally destroyed a
4
financial analysts important reports
8th Division Characters
You might enjoy playing a character who belongs to the 8th Rank and Renown
Division if one or more of the following statements are true: By gaining renown as a member of this division, you can
You like money. advance. Promotion through the ranks requires the approval
You're interested in economic intrigue. of a superior officer. Advancement is a reward for services
You're interested in a heavy RP character. rendered to the division, rather than an automatic
consequence of increased renown.
Joining the 1st Division Rank 1: Division Member
During your time at the Shin'ō Academy you could've been Prerequisite: Renown 1 or higher
drawn to the 8th division for many reasons. You could be Your specific duties vary at this rank and are very minor.
seeking to escape poverty for yourself or family or you had a You have decided on your branch and are introduced to the
keen sense for economics. various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
Background: 8th Division Member a modest lifestyle, you are also provided room and board
Assisting customers with their accounts, analyzing financial within the barracks.
reports, minting coins, and issuing financial polices are some
examples of duties you will be responsible for handling as an
8th division member.
Skill Proficiencies: Insight and Persuasion

30
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Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle. You are also provided a more lavish
private room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

31
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When a creature you can see hits a friendly target, other
9th Division than you, within 5 feet of you with an attack or single
target spell, you can use your reaction to jump in the way,
While most of the spotlight is on the brave divisions of the taking the damage or effect of the spell.
Gotei 13 risking their lives for Soul Society, the leaders are You gain the Alert feat
behind the scenes ensuring the order and structur of Soul
Society. With not only the threat of Hollows lurking about, Contacts
certain leaders and noble houses face dangers from The 9th Division is a division of brave, stalwart, and
assassins, terrorists and public groups and individuals not chivalrous individuals. When choosing an ally and rival, you
happy with their policies or stances, and wish harm upon can roll once on each of the 9th Division Ally and Rival tables;
them. or choose one from each.
With these threats in mind, a division had to be devoted to
ensure the safety of Soul Society's leaders. 9th Division Ally
d4 Contact
Duties of the 9th Division
1 Another division recruit owes me a favor
The main mission of the Ninth Division is to protect the
Seireitei and it's leaders. These top leaders include the 2 A family member works security detail for a noble
Central 46, the four great noble houses, other noble houses A childhood friend is stationed at the Central 46
and their families and visiting foreign leaders. 3
compound
They also protect the integrity of Soul Society's currency,
and investigate crimes against the financial system 4
My mentor was promoted to the Muguruma
committed by criminals. Commando Unit

Muguruma Commando Unit 9th Division Rival


d4 Contact
An elite unit made up of high-ranking seated officers of the
9th Division. Mugurama Kyūbantai (Mugurama 9th Division) 1 A security coordinator was disciplined because of me
is printed on the backs of their Uniform. It was a sign of their 2 I accidentally ruined an investigators report
chivalry, unwavering conviction, and their unbreakable bond.
They excel in synchronized combination attacks. The unit 3
Another division member knows a dark secret about
consists of Captain Kensei Muguruma his 3rd Seat, 4th Seat, me I don't want to get out
5th Seat & 6th Seat. A scorned ex-lover is in the Muguruma Commando
4
Unit, and the final say so for me to join
9th Division Characters
You might enjoy playing a character who belongs to the 9th Rank and Renown
Division if one or more of the following statements are true: By gaining renown as a member of this division, you can
You're drawn to the idea of political intrigue. advance. Promotion through the ranks requires the approval
You believe in the system and wish to protect it. of a superior officer. Advancement is a reward for services
You're interested in a heavy RP character. rendered to the division, rather than an automatic
consequence of increased renown.
Joining the 9th Division Rank 1: Division Member
During your time at the Shin'ō Academy you might've been Prerequisite: Renown 1 or higher
drawn to the division by the prestige of the job, you believe in Your specific duties vary at this rank and are very minor.
system and which to protect it, you were recruited because You have decided on your branch and are introduced to the
your skills were exceptional. various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
Background: 9th Division Member a modest lifestyle, you are also provided room and board
Protecting nobles, patrolling the central 46 grounds or within the barracks.
providing security for foreign leaders. These are only a few
situations you will face. Rank 2: Seated Officer
Skill Proficiencies: Insight, Perception Prerequisites: Renown 5 or higher in this division
Equipment: A black Kosode with your division insignia As an established member you are sent out on missions for
embroidered on the inside, your branch. These missions are usually not dangerous and
routine.
Feature: Guardian Between adventures, you earn a salary that supports you at
As a 9th division member you must ensure safety to your a modest lifestyle, you are also provided a private room
client, even risking your life if necessary. Your training has within the barracks.
provided you the following benefits.
Advantage on saving throws against poison

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Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a aristocratic lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

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The social classes of the applicants range from nobles and
10th Division residents of the more hospitable districts of Rukongai to its
more barbaric outer regions. The results of the entrance
The 10th division is one of the most welcoming divisions exam are used to divide up the successful applicants into
among the Gotei 13. Those who wish to constantly refine different classes, with those who obtain the highest grades
their skills and learn will find that opportunity here. being placed in the first class.
Previously, Naruki City was under the jurisdiction of the At the start of the academic year, there is a welcoming
10th division, but after the war many roles, and duties were ceremony for the new students.
shuffled rearranged or consolidated. That city was
consolidated under the 5th divisions duties. Curriculum
With Central 46 focusing more on governing Soul Society The Academy's curriculum is taught over six years, though
less focused was placed on the Academy. The Captain- exceptionally gifted students have been known to graduate
Commander then nominated the 10th division to assist with from the academy in less time than this. In addition to a more
managing the school. general education, the pupils are taught how to control and
make use of their Reiatsu, as well as the four major
Duties of the 10th Division Shinigami combat forms: Hakuda, Hohō, Kidō, and Zanjutsu.
The primary duty of the 10th division is to govern the Shin'ō Students also learn how to perform Soul Burials, how to
Academy. The 10th division ensures the academy is communicate with the spirit of their Zanpakutō, and are
responsive to the values, beliefs and priorities of the Central prepared for the general duties of a Shinigami. Upon
46 and Soul Society. They are responsible for staffing the completing the Academy's curriculum, a student will then
academy, protecting it, providing support for students and apply to join a division of the Gotei 13.
setting the curriculum.
An additional role of the 10th division is to scout out and 10th Division Characters
recruit souls to take the Shinigami Aptitude Test and You might enjoy playing a character who belongs to the 10th
increase the numbers of the Gotei 13. Division if one or more of the following statements are true:
Shin'ō Academy You want to foster the new generation of Shinigami.
The Shinōreijutsuin (Spiritual Arts Academy), now just called You're interested in school life shenanigans.
the Shinigami Academy, was an institution founded by You're interested in a heavy RP character.
Genryūsai Shigekuni Yamamoto over 2,000 years ago.
The Academy is a sprawling, multiple story building with Joining the 10th Division
architecture similar to that of Seireitei. It has an open During your time at the Shin'ō Academy you could've been
courtyard, many classrooms, dormitories and practice areas drawn to this division for many reasons. Maybe you aspire to
for Zanjutsu, Hakuda, Hohō, and Kidō. The commandment be a professor or instructor, you want to be part of the faculty
all Shinigami are taught at the Academy is "Do not seek as you think you can make the Academy better, or you're good
beauty in battle. Do not seek virtue in death. Do not make the with children and people.
mistake of considering only your own life. If you wish to
protect that which you must protect, slice the enemy you Background: 10th Division Member
must defeat from behind."
The Academy does not teach students to fight for the sake Wrangling unruly youth, teaching students valuable lessons,
of their superiors or family. Instead they're taught that a constructing lesson plans or attending faculty meetings.
Shinigami should give their life to protect their friends and These are a few challenges a 10th division member must
humanity. face.
Skill Proficiencies: Two skills of your choice.
Uniform Equipment: A black Kosode with your division insignia
The uniform of the Academy is similar to the standard embroidered on the inside,
Shinigami shihakushō uniform, but with a different color
scheme. The women's style consists of a red shitagi (under Feature: Faculty
shirt), a white kosode (shirt) with red stripes, red hakama As a faculty member you have a specific field of study, gain
(trousers), white socks and sandals. the Prodigy feat.
For the male version of the uniform, the red is replaced Additionally, you have almost unrestricted access to the
with blue. There is a circular symbol on both breasts of the Academy.
outer shirt. This appears to be the emblem of the Academy.
Contacts
Admission The 10th Division is a division of professors, instructors, and
Applicants to the academy must pass an entrance exam in other faculty. When choosing an ally and rival, you can roll
order to be admitted, and must demonstrate that they have once on each of the 10th Division Ally and Rival tables; or
some Reiatsu. The entrance exam is open to any and all who choose one from each.
wish to apply, resulting in a wide range of individuals of all
ages joining.

34
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Between adventures, you earn a salary that supports you at
10th Division Ally a comfortable lifestyle, you also gain access to the private
d4 Contact lieutenant suite within the barracks.
1 An office administrator owes you a favor Rank 5: Captain
2 The lunch lady loves gossiping with you Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
3 A family member is a counselor As the Captain you oversee the division.
4 Your childhood friend became a Zankensoki instructor Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
10th Division Rival quarters, which is a private villa within the barracks.
d4 Contact
During your time as a student you gave a History
1
professor a hard time, they haven't forgotten
2 You owe a counselor a huge favor
3 The nurse knows an embarrassing secret about you
A scorned ex-lover became a Language & writing
4
professor

Rank and Renown


By gaining renown as a member of this division, you can
advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
rendered to the division, rather than an automatic
consequence of increased renown.
Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.

35
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Joining the 11th Division
11th Division During your time at the Shin'ō Academy you were drawn to
The 11th Division is a direct-combat Division with a the division either because you enjoy the thrill of combat,
specialization in swords-only combat, forgoing the other your Zanjutsu skills were above and beyond your peers and
Shinigami arts and thereby being one of the most specialized were recruited, or you want to take on an active combat role
divisions in the Gotei 13. As such, it is common practice for within the Gotei 13.
members to be carry their Zanpakutō at all times. Since the
rise to captain status of the current Kenpachi, an unofficial Background: 11th Division Member
rule has been added that says to be a true member of the
Eleventh Division, one's Zanpakutō must be a melee-type. Sharpening your swordsmanship skills daily, taking on the
The division's doctrine of dominating in battle is what toughest foes, deploying behind enemy lines and conducting
appeals to its members; they believe that fighting is what some of the most dangerous missions. These are a few
makes life worth living. This is what separates the 11th examples of what an 11th division member can expect to
Division from the others and makes them the strongest face.
division. Everyone in the 11th Division are highly skilled in Skill Proficiencies: Athletics and Intimidation
fighting. They believe if they are going to die anyway, they Equipment: A black Kosode with your division insignia
have to go down fighting gloriously. embroidered on the inside,
The division is also set up so that to become the captain of Feature: The Way of the Sword
the Eleventh, the candidate must do so through the third
method of becoming a captain, killing the previous captain in After intense training with some of the toughest and meanest
front of 200 members of the Division. instructors, you have sharpened your Zanjutsu skills.
Choose one of the following feats: Crusher, Piercer or
Duties of the 11th Division Slasher. You may benefit from the chosen feat only when
using your Zanpakutō.
After the war, Zaraki expressed his disappointment and
irritation on the amount of casualties the Gotei 13 suffered. Contacts
He took it upon himself to "properly" teach Zanjutsu to the When it comes to the 11th division, each member is not only
Gotei 13 members. Though his methods are severe and your comrade, but your rival as well.
intense, the results have allowed him to continue. Although
after a certain incident with a cocky student losing a limb,
Zaraki was only allowed to personally instruct "Advanced Additional Contacts
Prodigy Pupils;" almost nobody has achieved this pseudo If you wish to ignore this flavor, feel free to roll for
rank, for their own good. contacts on any other divisions tables.
Their first role is conducting weekly Zanjutsu drills for all
Gotei members seated 5 and below to keep their
swordsmanship sharp at all times. Rank and Renown
Their second role is providing all of the Zanjutsu
instructors and the Zanjutsu portion of the curriculum for the By gaining renown as a member of this division, you can
academy. advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
Zaraki Corps rendered to the division, rather than an automatic
The Zaraki Corps is a special operations force of the Gotei consequence of increased renown.
13. This group consists of the Captain, lieutenant and seats Rank 1: Division Member
three and four. Prerequisite: Renown 1 or higher
Additionally, they host a grand tournament once a year for Your specific duties vary at this rank and are very minor.
all Gotei 13 members and non-shinigami to test their might You have decided on your branch and are introduced to the
and skills. With the finalist winning some grand prize, usually various duties and jobs of that branch.
money, or the chance to take on the Captain to take his role Between adventures, you earn a salary that supports you at
and the title of Kenpachi. Everyone so far has taken the a poor lifestyle, you are also provided room and board within
money. However, Byakuya did enter the tournament once just the barracks.
to challenge Kenpachi, though the Captain-Commander
suggested he take the money, for the safety of the attendants Rank 2: Seated Officer
and frankly, Soul Society. Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
11th Division Characters your branch. These missions are usually not dangerous and
You might enjoy playing a character who belongs to the 11th routine.
Division if one or more of the following statements are true: Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
You love combat. within the barracks.
You want to become the next Kenpachi.
You believe might equals right.

36
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Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

37
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Feature: Researcher
12th Division When you attempt to learn or recall a piece of lore, if you do
The 12th Division is more than a division, it's an institution of not know that information, you often know where and from
scientific research, technology and innovation. The 12th whom you can obtain it. Usually, this information comes from
division and the SRDI has contributed many life changing another lab, library, another division, or a sage or other
technologies that better assist the Gotei 13 in their duties learned person or faction. Your DM might rule that the
and improve on the quality of life of all Soul Society citizens. knowledge you seek is secreted away in an almost
inaccessible place, or that it simply cannot be found.
Duties of the 12th Division Unearthing the deepest secrets of the multiverse can require
an adventure or even a whole campaign.
The 12th division functions as a location for higher education
learning and research of various fields. These fields include Contacts
mathematics, physics, biology, chemistry, zoology, reishi, and The 12th Division is a division of assistants, subjects,
cosmology. researchers, scientists, and directors. When choosing an ally
and rival, you can roll once on each of the 12th Division Ally
Shinigami Research and and Rival tables; or choose one from each.
Development Institute 12th Division Ally
The SRDI is behind the development of many of the d4 Contact
technologies that aid the Shinigami, and is currently headed
by Mayuri Kurotsuchi. It was founded by Kisuke Urahara 1
You know an assistant who carries important messages
over 100 years ago. The main function of the SRDI is more among the laboratories
specialized in it's duties than thee rest of the division. They 2 You had a romance with a chemist
research and develop new technology and spiritual tools You're in regular communication with an instructor
within the Reinō Spiritual Ability Research Facility. 3
who inspired you to join the division
The second function of the SRDI. is to measure spiritual
waves and oversee communications. The Spiritual Wave 4 A family member is the lead researcher for a lab
Measurement Lab closely monitors the world of the living to
ensure spiritual stability. This lab has a team of members 12th Division Rival
with highly specialized equipment called the Reishi d4 Contact
Inspection Squad that are sent out into the field to analyze
Reishi concentrations. 1 Your childhood rival beat you to a promotion
The Communications Research Section oversees You and another researcher are vying for funding on a
transmissions between the Human world and Soul Society. If 2
research project
an incident occurs, things become pretty hectic, but
otherwise, it is usually slow.[ 3
Your miscalculations on a dangerous experiment
resulting in the death of a lead researchers friend
12th Division Characters 4
A lead researchers miscalculations on a dangerous
experiment resulting in the death of your friend
You might enjoy playing a character who belongs to the 12th
Division if one or more of the following statements are true:
Rank and Renown
You're drawn to wild magic and dangerous explosions. By gaining renown as a member of this division, you can
You want to be an innovative genius. advance. Promotion through the ranks requires the approval
You believe in brains over brawn. of a superior officer. Advancement is a reward for services
Joining the 12th Division rendered to the division, rather than an automatic
consequence of increased renown.
During your time at the Shin'ō Academy you could've been
drawn to the 12th division to further your studies in a field, Rank 1: Division Member
maybe you're on the verge of a breakthrough and needed Prerequisite: Renown 1 or higher
funding, or your genius intellect was noticed and you were Your specific duties vary at this rank and are very minor.
recruited. You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Background: 12th Division Member Between adventures, you earn a salary that supports you at
From taking precises notes, long hours in the lab, conducting a poor lifestyle, you are also provided room and board within
mundane experiments, and performing dangerous trials. the barracks.
These are just a few scenarios you will face as a 12th division Rank 2: Seated Officer
member. Prerequisites: Renown 5 or higher in this division
Skill Proficiencies: Choose two from the following: As an established member you are sent out on missions for
Arcana, History, Investigation, Nature, or Religion. your branch. These missions are usually not dangerous and
Equipment: A black Kosode with your division insignia routine.
embroidered on the inside,
38
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Between adventures, you earn a salary that supports you at a
modest lifestyle, you are also provided a private room within
the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

39
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13th Division Joining the 13th Division
The 13th division like the 2nd division, 10th division and During your time at the Shin'ō Academy you were drawn to
12th division has had separate entities merged together. The the division because you love kidō, maybe you were recruited
Kidō Corps became part of the 13th division and it's duties because of your talents, or you have close ties with the
broadened and strengthened. The division now regulates division during your time in the Rukongai.
anything Kidō within Soul Society. Background: 13th Division Member
Duties of the 13th Division Conducting experiments with unstable kidō, investigating
The 13th division is the primary source for kidō instructors kidō crimes, protecting the senkaimon or inspiring the next
and kidō curriculum for the academy. They're also where one generation to pursue kidō. These are only a few examples of
would go to further study and research kidō. Would be tasks you will face as a 13th division member.
students aspiring to become kidō masters or create new kidō Skill Proficiencies: Arcana, History
will find the resources and guidance to do so here. Equipment: A black Kosode with your division insignia
Their second duty is regulating the usage of kidō. They embroidered on the inside,
dictate which kidō should be taught, studied, researched, Feature: Arcane Scholar
restricted, or forbidden. When calculating your Max Spell Level, you are considered
Kidō Corps one class level higher.
Additionally, you gain one of the following feats: Elemental
The Kidō Corps is a group of specialists presiding over Adept, Metamagic Adept, or Spell Sniper.
spiritual law. Much like the 2nd division its operations are
executed in absolute secrecy. Contacts
The Kidō Corps have three main known functions. The The 13th Division is a division of mages, attendants,
first is investigating and prosecuting kidō related crimes, and researchers, and investigators. When choosing an ally and
establishing laws regarding kidō. rival, you can roll once on each of the 13th Division Ally and
The second is releasing the Sōkyoku seal during Rival tables; or choose one from each.
executions.
The third is opening the Senkaimon. The Senkaimon is the 13th Division Ally
gate used to travel between Soul Society and the Human d4 Contact
Realm, and is the only official and safe way to enter and leave 1 An arcane attendant owes you a favor
Soul Society. Soul Society has only one permanent
Senkaimon, which takes the form of a giant gate situated 2 A former mentor was promoted to the Kidō Corps
within a large courtyard atop a large tower. Travel through the A childhood friend is now on the Kidō Curriculum
Senkaimon is heavily regulated, and can only officially be 3
Advisory Group
opened by the members of the Kidō Corps. A black winged
insect, the Jigokuchō, which only Shinigami are permitted to 4
You were once summoned by the Captain, who
carry, is needed to pass through it. complimented you on your work
Upon arriving and leaving from the Human World, the
Senkaimon can appear almost anywhere. When it appears in 13th Division Rival
this fashion, the Senkaimon takes the form of a traditional d4 Contact
Japanese waiting room entered through a Shōji. It can be
opened by using a Zanpakutō as a key. The method requires 1 You owe a researcher a favor
simply placing the Zanpakutō in front of the user and An investigator is convinced you're linked to a closed
inserting it into the spacial area one wants the Senkaimon to 2
unsolved crime
appear before turning the sword like a key while declaring
"Kaijō!" (unlocking). Intruders can pass through the 3 A scorned ex-lover just became a seated officer
Senkaimon, but the lack of a Jigokuchō forces intruders to 4
A researcher took credit for your work and got
pass through the Dangai. promoted to lead researcher

13th Division Characters Rank and Renown


You might enjoy playing a character who belongs to the 12th By gaining renown as a member of this division, you can
Division if one or more of the following statements are true: advance. Promotion through the ranks requires the approval
of a superior officer. Advancement is a reward for services
You love casters. rendered to the division, rather than an automatic
You're interested in unlocking the secrets of Kidō. consequence of increased renown.
You believe Kidō is the future.

40
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Rank 1: Division Member
Prerequisite: Renown 1 or higher
Your specific duties vary at this rank and are very minor.
You have decided on your branch and are introduced to the
various duties and jobs of that branch.
Between adventures, you earn a salary that supports you at
a poor lifestyle, you are also provided room and board within
the barracks.
Rank 2: Seated Officer
Prerequisites: Renown 5 or higher in this division
As an established member you are sent out on missions for
your branch. These missions are usually not dangerous and
routine.
Between adventures, you earn a salary that supports you at
a modest lifestyle, you are also provided a private room
within the barracks.
Rank 3: Senior Officer
Prerequisites: Renown 10 or higher in this division
As a senior member you are either routinely entrusted with
very dangerous or important missions. Alternatively, as a
higher seated officer you can be put in charge of one of the
branches.
Between adventures, you earn a salary that supports you at
a Modest lifestyle. You are also provided a more lavish private
room within the barracks.
Rank 4: Lieutenant
Prerequisites: Renown 15 or higher in this division
As the lieutenant you are your captains shadow, eyes, and
ears. You are usually always by their side.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you also gain access to the private
lieutenant suite within the barracks.
Rank 5: Captain
Prerequisites: Renown 25 or higher in this division; you also
must have passed the Captain Proficiency test
As the Captain you oversee the division.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you also gain access to the captain
quarters, which is a private villa within the barracks.

41
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Royal Guard

T
he Royal Guard, also known as the Zero Notable Members & Contributions
Division, is dedicated to the protection of the
Soul King, the Royal Family, and the Soul King Ichibē Hyōsube: Leader of the Zero Division, known as the
Palace. The Royal Guard is a special Monk Who Calls the Real Name, his contribution was that he
organization that performs services for the was the first to chose the names for everything in Soul
Royal Family. It has a considerable amount of Society, including Zanpakutō, Shikai and Bankai. He also
fighting, organizational, and executive power became the first Shinigami whose Zanpakutō gained an
compared to other divisions. evolved form, which was known as Shinuchi.
Since serving the royal family is the primary purpose of the Tenjirō Kirinji: Divine General of the East and 1st officer,
Royal Guard, they do not interfere in Gotei 13's affairs and known as the Hot Spring Demon, his contribution was the
the defense of Soul Society, even against major threats like creation of most Kaidō and various healing springs.
Aizen and his Arrancar. They are known to do whatever is Kirio Hikifune: Divine General of the South and 2nd
required by order of the Soul King. officer, known as the Ruler of Grain, her contribution was the
The Royal Guard's authority supersedes the authority of all creation of the Artificial Soul.
within Soul Society. Each member of the Royal Guard have Ō etsu Nimaiya: Divine General of the West and 3rd
had the power of the Ōken imparted onto their bones by the officer, known as the God of the Sword, his contribution was
Soul King. They also each have a city of their own at the Soul the creation of the Zanpakutō.
King Palace. Senjumaru Shutara: Divine General of the North and 4th
The Royal Guard commonly stays within the Soul King officer, known as the Great Weave Guard, her contribution
Palace, but when they do travel, their preferred method of was the Shutara Scale as well as the clothing the Gotei 13
transportation is a huge pillar called the Tenchūren (Heavenly use.
Pillar-Palanquin). This pillar enters from the inner dimension
and lands with significant force upon its arrival. The Royal Guard Member
Tenchūren, however, does not have the ability to return to the Prerequisites: Rank 5, Renown 25 or higher and must have
palace on its own, and relies on Kūkaku Shiba's cannon to provided a great contribution to Soul Society
launch it back. Additionally, there is the Chōkaimon (Super As a Royal Guard member you are bestowed the Oken,
World Gate), but it can only be opened by syncing the arrival which allows access to and from the Royal Palace. Once per
and departure times. The final and least used form of long rest you can cast Plane Shift with no material
transportation is the interdimensional stairs that lead to the components. You may expend two hit die to cast this spell an
Seireitei, though it will take anywhere from half a day to a additional time.
week of travel to get there. Additionally, you are granted your own area to preside over
Like the divisions of the Gotei 13, the Royal Guard has a as you see fit.
unique symbol that represents the division's primary role,
which is in its case based upon the Winter Daphne
(Jinchōge). This symbol is placed inside the Gotei 13 symbol
of a rhombus to form the division's complete insignia, which
is displayed upon each member's haori.
History
Due to their status as a secret organization, the history and
very existence of the Royal Guard is not commonly known.
Many believed them to be a myth up until they arrived
when the Quincy invaded.
Structure
The Royal Guard is known to promote former captains of the
Gotei 13 to their ranks. The Royal Guard has no soldiers, and
it only has 5 members, all of which are former captains.
Their total power far surpasses the power of all the 13
Divisions together.
All the members of the Royal Guard were Shinigami
acknowledged by the Soul King to have made significant
contributions to the history of Soul Society.

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Wandenreich

A
fter losing the war with the Shinigami 1,000 Rank 1: Soldat (Soldier)
years ago, the Quincy escaped from the Human Prerequisite: Renown 1 or higher
World into the Seireitei, the place they believed At this rank you are part of a platoon of soldiers. You
to be the most unguarded. In doing so, they embark on routine missions and low threat missions.
used Reishi to create space in the "shadows". You salary allows you to sustain a Modest lifestyle.
This is what was called the Wandenreich, the
"Invisible Empire". Their plan was to use the Rank 2: Feldwebel (Sergeant)
abundant Reishi that was only to be found in Soul Society as Prerequisite: Renown 3 or higher
the source of their power, so they hid and waited for 1,000 At this rank, you gain some authority over a few Soldat.
years while gathering their power. When you undertake a mission on the faction’s behalf that
Sometime after the defeat of Sōsuke Aizen, the requires military strength, a squad of 1d4 soldiers (your DM
Wandenreich conquered Hueco Mundo, capturing Tier has the stats) accompanies and assists you for the duration of
Harribel in the process. In addition, they conscripted many the mission.
Arrancar into their service and killed many Hollows.
Jäger (Hunter) [Special Role]
History Prerequisite: Rank 1, Renown 3 or higher and 5th level of
With the defeat of Ywach and most of their fighting force the higher
Wandenreich was left in disarray. If you meet the prequiresites, you can apply to join the elite
group known as the Hunting Corps. This special order serves
Structure as a combination of military police and military intelligence,
Much like the Gotei 13, the Wandenreich has a rigid and giving it a fair degree of independence within the faction. Its
defined hierarchy. members scout the activities of other factions to assess their
military strength, predict potential threats, capture and
Emperor interrogate individuals and they sometimes activate squads to
The leader and undisputed ruler of the Wandenreich who has defuse threats before they grow more serious. The Jägers
absolute control and say. also help the Wandenreich root out spies and leaks within the
faction. Secondarily, the Jäger is responsible for policing the
Sternritter ranks of the army. When members get carried away by their
The Star Knights is a group of elite Quincy combatants led by zeal and break the law or abuse their authority, the Jäger take
the Sternritter Grandmaster. Several Sternritter are on the tasks of investigating, apprehending, and punishing
appointed as the emporer's elite guards, known as the the malefactors. Similarly, if members of the army disappear
Schutzstaffel (Imperial Guards), led by the Schutzstaffel (involuntarily or otherwise), Jäger agents are typically the
Grandmaster. ones called to investigate.
Jagdarmee Rank 3: Brigadier
The Hunting Corps is a hunting unit which, in the wake of Prerequisite: Rank 2 and Renown 5 or higher
Hueco Mundo's conquest by the Wandenreich, is entrusted As a brigadier, you are responsible for missions and
with capturing Arrancar to serve the empire. The Jagdarmee strategies that you can’t execute entirely on your own or with
is separated into numbered groups. The Executive Hunting the aid of a handful of soldat. After receiving goals handed
Captain being the leader of the first Jagdarmee. down from the captain above you, it’s your job to figure out
the tactics needed to accomplish those goals.
Soldat You lead a brigade that consists of six squads, each made
The soldiers of the Wandenreich that make up most of the up of four soldat commanded by a Feldwebel (use the soldier
army. They can defeat low-ranked Shinigami with ease. stat block). You can assign these squads to tasks of your
choosing within the area you have authority. You can also
Rank and Renown lead these soldat into battle yourself, or bring one squad and
its sergeant with you on a sanctioned mission.
By gaining renown as a member of the Wandenreich, you can You continue to receive a salary sufficient to maintain a
ascend through an ordered series of ranks within the faction. modest lifestyle, but your quarters in the garrison are more
Promotion always requires the approval of a superior officer. spacious.
It is a reward for services rendered to the orgranization,
rather than an automatic consequence of increased renown.
In addition, certain positions become available to you when
both your renown and your character level reach certain
thresholds.

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Silbern Guard (Special Role)
Prerequisite: Renown 5 or higher and 7th level or higher
Members of the Silbern Guard are responsible for the
defense of Silbern, the Wandenreich headquarters. Only
those who have proven themselves in combat are selected to
join this force. If you are accepted into the Silbern Guard,
your missions will be primarily defensive in nature. You might
receive orders to find new ways to fortify the fortress or to
detect moles and other spies who try to gain access. Of
course, given these chaotic times, you could end up defending
Silbern from an all-out attack by some other enemy force.
Rank 4: Oberst (Colonel)
Prerequisite: Rank 3 and Renown 10 or higher
As a Oberst in the Wandenreich, you gain command of a
small garrison and the responsibility for maintaining order
and protecting people in part of a city district. You have four
brigades under your command. As described for rank 3, each
brigade has six squads of five soldat (including a Feldwebel)
reporting to them. One additional squad of 2d4 soldat is your
personal retinue.
You regularly receive communications from the Sternritter
who coordinate the efforts of the smaller garrisons. They
keep you informed of the goals and concerns of the Emperor
and can help you address them. You are then responsible for
giving orders to your brigadiers, and you must answer to your
Sternritter for the troops’ success or failure in achieving the
army's strategic goals.
As a Oberst, your salary allows you to maintain a
comfortable lifestyle between adventures.
Sternritter (Special Role)
Prerequisite: Rank 3, Renown 10 or higher and 10th level or
higher
As a Sternritter you're the emporer's elite guards. In this
role, you are advised - and ordered around - by the Sternritter
Grandmaster. You are in regular communication with the
Emperor, who places you in charge of a major faction
initiative. You might be tasked with improving recruitment,
developing a plan for dealing with another faction, or
collaborating with one, as well as leading an invasion.
At this rank, you gain a Sternritter Medallion (described in
chapter X) at the start of each mission you undertake on the
faction’s behalf. You draw a salary sufficient to maintain a
wealthy lifestyle.
Thronfolger (Heir to the Throne)
[Special Role]
Prerequisite: Rank 4, Renown 10 or higher and 15th level or
higher
This position can only be bestowed by the Emperor. Your
power, skillset, or mind has been acknowledged by the
Emperor and they decided on you as their successor in the
event of their death, or when they step down.
At this rank you are under the wing of the Emperor as they
familiarize you with their duties, from managing the
Sternritter, to running the country.

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Xcution

X
cution is a secret society initially The Sectorum also patrols the Human realm warding off
assembled under the founder and former Hollow and being the eyes and ears for the faction.
Substitute Shinigami Kūgo Ginjō. This
faction is a haven for those persecuted or Sectorum Obscura
wronged in one way or another due to This sectorum provides covert operation services, as well as
their Fullbring powers and to master assisting clients in protection against such operations. The
their abilities. sectorum licenses spies, assassins, locksmiths, security
History specialists, and more.
They also compile many dossiers on individuals, groups, or
Kūgo initially formed the group to rob Ichigo Kurosaki of his other factions to blackmail or as a deterrent to maintain
latent Shinigami powers and share it amongst the group. Xcutions secrecy, safety and power.
Once his plan utterly failed most of the group was slain by the
Shinigami. The surviving members disbanding and Sectorum Cerebra
scattering. This sectorum focuses on science and research on reishi,
After some time the members regrouped and decided to hollow, other races as well as the mechanics and potential of
reform Xcution and keep its initial mission. For funding they fullbringers. They also research, craft and sell Kidō infused
also perform mercenary work. They quickly grew in power items.
and became a much more structured faction mirroring the Additionally, this is the sectorum new recruits go to to
Gotei 13. train, develop, and discover their Fullbring powers.
Through the years Xcution and the Gotei 13 would For income, this sectorum also consists of many artisans
sometimes work together, but their relationship, due to their which provides a variety of goods and services to clients.
history together, has been tenuous at best. More often they
would clash, as Xcution has made the existence of Hollow's, Sectorum Vitamora
Shinigami and other factions more known. Xcution believes
that the more people know of Hollows, the easier it would be This sectorum manages various establishments that provide
to monitor and protect the Human Realm. The Gotei 13 healing and medicinal goods and services, both mundane and
would see the dismantling of the Xcution, but the additional magical. Additionally they're also mystics that can help clients
help they provide with protecting the Human Realm as well commune with the recent dead as well as perform Konsō
as the other realms, they more often turn a blind eye. This rituals. These mystics also find spirits and assist them in
however, doesn't reassure Xcution and ensure they not only passing over.
have the numbers to combat them if necessary, but
technology to match them. Background: Xcution Agent
Structure You are a member of a secret worldwide organization.
Operating in plain sight, you protect the world from an
The entire faction is led by a council of 5 Magistrates, known unseen threat. You might've been approached to join the
as the Senatorum. All Magistrates were previously a Primaris group for your supernatural abilities. Maybe because of your
who were elected as a Magistrate by the Senatorum. abilities you saw these monsters be dispatched by an Xcution
Unlike the Gotei 13, the diferrent sectorums of Xcution Agent and seeked answers. Or perhaps you reluctantly joined
work tightly and coherently together. They freely share to master and understand your newfound powers that you
information, contacts and other assets for the benefit of each could not control.
other and the faction. Skill Proficiencies: Two skills of your choice
Equipment: An Xcution business card
Sectorum Munitorum
This sectorum is one of the largest of the faction. They Feature: Faction Agent
handle the administrative and bureaucratic duties of the As a faction agent, you have access to a secret network of
faction. Additionally, they also perform many other important supporters and operatives who can provide assistance on
maintenance duties for the factions facilities and assets. your adventures. You know a set of secret signs and
The Sectorum also trains and licenses scribes, notaries, passwords you can use to identify such operatives, who can
interpreters, cartographers, barristers, heralds, bookbinders provide you with access to a hidden safe house, free room
to it's clients. and board, assistance in finding information and pay for your
funeral if needed. These agents never risk their lives for you
Sectorum Custodia or risk revealing their true identities.
If you are accused of a crime, your faction will support you
This sectorum brokers the services of bodyguards, if a good case can be made for your innocence or the crime is
mercenaries, and bounty hunters. They specialize in risk justifiable. You can also gain access to powerful political
assessment and management, protecting clients from figures through the faction, if you are a member in good
physical threats. standing. Such connections might require the donation of
money or magic items to the faction’s coffers.
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You must pay dues of 5 gp per month to the faction. If you Between adventures, you earn a salary that supports you at
miss payments, you must make up back dues to remain in the a aristocratic lifestyle.
faction’s good graces.
Rank 1: Xcution Affiliate
Prerequisite: Renown 1 or higher
You're currently a member not officially apart of any
sectorum. You are assigned various minor assignments, or
are free to take on assignments from any sectorum.
You are also provided room and board within the factions
headquarters or available safe houses.
Rank 2: Sectorum Inceptor
Prerequisites: Renown 5 or higher in this division
You have officially joined a sectorum and pledged yourself
to the faction. At this rank you are assigned or can take on
more dangerous missions. The sectorum also provides you
with supplies you need to complete those missions (within
reason). Additionally, you no longer need to pay membership
fees.
Between adventures, you earn a salary that supports you at
a modest lifestyle.
Rank 3: Sectorum Secundis
Prerequisites: Renown 5 or higher in this division
As a Secundis you are eligible to oversee your own
projects, directing the efforts of other inceptors toward the
solution of some problem facing the sectorum or faction. The
Primaris gives you a personal work place if needed and you
have a staff of 2d6 sectorum members. You can have this staff
work on projects, run errands or perform other tasks related
to your sectorum.
Between adventures, you earn a salary that supports you at
a comfortable lifestyle, you are also provided a private room
within the barracks.
Rank 4: Sectorum Primaris
Prerequisites: Renown 5 or higher in this division
As a Primaris you are placed in charge on a Sectorum.
New sectorums rarely form, so you must wait for your
sectorum primaris to retire (one way or another) before a
position exists for you to fill, except in truly exceptional
circumstances. Similar to a Sectorum Secundis, you are
responsible for directing the efforts of exploring a wide
variety of projects related to the focus of your sectorum.
Unless an experiment turns out to be especially interesting,
these efforts can carry on without your supervision. If you
need to, you can enlist the aid of 5d12 sectorum members.
Between adventures, you earn a salary that supports you at
a wealthy lifestyle, you are also provided a private room
within the barracks.
Rank 5: Senatorum Magistrate
Prerequisites: Renown 5 or higher in this division
You have been elected as a magistrate by the Senatorum.
This was in due because a previous member retired, died, or
a position became vacant. As a Magistrate you and the others
manage and lead the faction. Additionally, as one of the
strongest members of the faction, you are also tasked with
the protection and defense of the faction. All the resources of
the faction are at your disposal.

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Espada

T
he Espada are the ten top-ranked and most
powerful Arrancar in Heuco Mundo controlled
by the Queen or King of Hueco Mundo.
Members of the Espada are given a number
from 0-9. The lower the number, the more
Reiryoku the Espada has. Each Espada has a
tattoo with their number somewhere on them.
History
The original Espada was formed by Baraggan Louisenbairn,
the previous ruler and King of Hueco Mundo. These elite
fighting force assisted him in leading his armies and
conquered all of Hueco Mundo and established Las Noches
as his palace
Structure
Only Vasto Lorde's can become an Espada, they're either
added to the ranks by the current ruler, or they can challenge
a current Espada to take their spot. If an Espada would be
demoted they become a Privaron Espada and their number
increases by 100.
Their immense amount of power and leadership status
among the Arrancar also grants each Espada the authority to
exert command over the King or Queen's other forces within
Las Noches: the Números, the Exequias, and their own
Fracción, chosen by them from the Números.
Unlike the Gotei 13, the Espada, and the rest of the forces
of Hueco Mundo are a collective of individuals and groups
only organized together by the might of the current ruler of
Hueco Mundo. Each Esapada member has their own
quarters within Las Noches. They're also left to their own
devices to do as they want as long as it doesn't disrupt the
ruler plans or cost harm any other Espada or Números.
Current Members

Rank Name
0 Unknown
1 Unknown
2 Unknown
3 Nelliel Tu Odelschwanck
4 Grimmjow Jaegerjaquez
5 Unknown
6 Unknown
7 Gantenbainne Mosqueda
8 Unknown
9 Unknown

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Chapter 3: The Planes of Bleach

W
ithin this chapter you'll find information on the
various planes (or realms) of Bleach. Each one
unique with it's own rules, denizens and
dangers.
The Garganta
The Valley of Screams
The Living Realm
Otherwise known as the Human realm, it is of that as we
knew it, Earth during the 2000's.
Dangai

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Chap 3 continued
Soul Society

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Chap 3 continued
Schatten Bereich

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Chap 3 continued
The Royal Palace

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Chap 3 continued
Hell

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Chap 3 continued
Hueco Mundo

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Chap 3 continued
The Beast Realm

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Chapter 4: Character Options

T
he races within this setting are primarily
Human. You won't find Dwarves, Elves or
other common races you normally would
within a high-fantasy setting.
Background
Substitute Shinigami

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Background
Exile

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Artificial Souls
Artificial souls, or Mod-soulds in their early development, are
souls designed by Shinigami scientists. These Artificial Souls
were created through Project Spearhead, in an attempt to
even the gap between Shinigami and Hollows, as Hollows
generally outnumber Shinigami. They were designed to
enhance regular Human physiology, making them capable of
battling Hollows equally.
Their original intended purpose was to be placed into
corpses to reanimate them to combat Hollows. The Mod-
souls were exterminated after the experiment was halted due
to ethical reasons. Presently, they are used to separate a
Shinigami's spirit from a Gigai, should they be inhabiting
one, or evict stubborn spirits from their corpses if necessary.
The Artificial Souls are stored within circular pills referred
to as Soul Candy. When ingested the inhabited soul is
ejected, allowing the artificial soul to take control of it,
operating in a pre-programmed manner until removed by the
Shinigami. They can be used on a body which has no soul,
such as a corpse, or even an inanimate object, such as a
stuffed animal.
Artificial Soul Traits
Your Artificial Soul character has the following traits.
Soul Candy. While not within a body, an artificial soul is a
tiny pill with 10 Armor Class, 5 hit points, immune to poison
and psychic damage, and vulnerable to bludgeoning damage.
Ability Score Increase. As an artificial soul you were
initially created to battle Hollows, as such your physical
attributes were enhanced. Choose two different physical
ability scores and one mental ability score, they each increase
by 1.
Age. Artificial souls have not been observed to have a
maximum lifespan; they have not shown any signs of
deterioration due to age.
Alignment. Each Artificial Soul is designed with a specific
alignment, though generally are lawful and/or neutral.
Size. The artificial soul takes on the size of the body they
inhabit, though it usually is Medium as that is the standard
size of Gigai.
Speed. While the artificial soul inhabits a body, its base
walking speed becomes 40 feet.
Spiritual Awareness. Artificial Souls can see into and
interact with the ethereal plane.
Sentry's Rest. When you take a long rest, you must spend
at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn’t render
you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one
tool proficiency of your choice.
Languages. You can speak, read, and write Common and
one other language of your choice.

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Humans
A leving beaing who resides in the Human Realm. Most
beings who live in the Human World are Humans.
The majority of Humans are completely oblivious to the
dangers they are exposed to from Hollow and other evil
spirits. It is unknown how many Hollow attacks against
Humans occur under normal circumstances, but Hollows
make their former loved ones into their first victims before
they begin preying on Pluses and Humans with spiritual
powers. A severe enough attack from a Hollow, or a
Shinigami, on a living Human would not only result in bodily
harm, but in the removal of the Human's Soul from the body.
The damage can be easily repaired through Kidō if the Chain
of Fate is not broken.
Shinigami are forbidden by law from attacking Humans
unless ordered to. They generally ignore Humans, but a part
of their duties is protecting the Humans in jeopardy from
Hollows. Some Shinigami have a tendency to view Humans
as inferior, despite the majority of Souls, including most
Shinigami, being of Human origins.
A very small percentage of the Human population develops
a high amount of Spiritual Power; they are known as "High-
Spec" Humans. These Humans can see and interact with
Reishi-made objects, such as Souls, to varying degrees and
for various reasons.
Human Traits
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
tall), chosen when you select this race
Speed: 30 feet
Life Span: 80 years on average
As a Human, you have these special traits.
Resourceful. You gain Inspiration whenever you finish a long
rest.
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain a Feat of your choice
Human Lineages
The following are lineages your race is part of. You gain the
lineages traits. A character might also gain a Lineage through
a remarkable or tragic event. Work with your DM to establish
if you’re amenable to such a development and how such
stories unfold. Lineages marked with an asterisk (*) are
suggested to not be chosen at character creation.
Soul
The spiritual beings that reside within Soul Society, and the
spirits of dead Humans in the Human Realm are Souls.
While many Souls are deceased Humans from the Human
World, it is known that they can be born within Soul Society
as well. A Soul would have the same statistics and traits as it
did when it was alive.
Augmented Spiritual Pressure. You retain your creature
type as Humanoid, yet you register as an Undead to spells
and other effects that detect the presence of the Undead
creature type.

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Bount
Bounts are a tribe of artificially created beings that manage
to live indefinitely so long as they consume Souls. They were
created due an experimental accident that occurred in Soul
Society. Scientists, were trying to investigate a way to achieve
eternal life and decided to create artificial Souls in order to
do so. Due to the questionable ethics in using Human Souls,
the scientists used their own Souls and those of fellow
Shinigami as a base in order to create these artificial beings.
However, during the experiment, there was an accident
that caused an explosion and traces of the experiment were
flung far and wide. The remnants of these artificial Souls
combined with Human Souls that were in the process of
being reborn into the Human World and when these beings
were born, the Bounts were brought into existence.
Ability Score Increase. Your Constitution score increases
by 1.
Soul Absorption. You have the ability to consume the Soul
from a creature that is grappled by you, incapacitated or
restrained. Make a melee bite attack against the target. On a
success, you deal 1 piercing damage and 1d6 necrotic
damage. The target’s hit point maximum is reduced by an
amount equal to the necrotic damage taken, and you regain
hit points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. A creature killed in this
way has it's soul consumed, removing them from the
reincarnation cycle.
Immortality. You do not suffer from the frailty of old age,
cannot die of old age and do not need food or water as long
as each week you consume a number of souls equal to the
number of Hit Die you possess.
Empowerment. If you would consume the soul of a
creature with hit die equal to or greater than yours, you gain
a cumulative +1 bonus on all ability checks until you finish a
long rest and your spell point maximum is increased by 2.
If you would kill a creature with your Soul Absorption
ability, and its hit die is double your hit die, you gain an
armament ability.
Doll. You gain an armament called a Doll. It's armament
types are Summon (You also gain the Summon armament
ability) and one other of your choice.
Spiritual Awareness. Bounts can see into and interact
with the ethereal plane.
Spell Point Pool. If you don't have any class levels that
provide Spell Points/Spell Slots, you gain a pool of Spell
Points equal to you level plus you proficiency bonus. If you
do, then you can expend one spell slot and gain a number of
spell points equal to it's point cost as per the Spell Point Cost
Table in Chapter 6. Any unspent spell points at the end of a
long rest are lost.

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Fullbringer
Fullbringers are spiritually-aware Humans born the ability to
manipulate the souls that reside in all physical matter. They
each have a parent who survived a Hollow attack before they
were born. As a result, traces of the Hollows’ power remained
in their mothers’ bodies, which were then passed onto them
at the moment of their birth. Consequentially, their powers
closely resemble a Hollow’s.
Their 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 object's movement or even alter its
physical characteristics. For example, Fullbringers could pull
on the soul of water, and allow them to walk across its
surface without falling through.
Ability Score Increase. One ability score of your choice
increases by 1.
Bringer Light. You have 20 feet of Bringer Light. When
you would use your normal movement, you can instead use
Bringer Light. You expend a number of your Bringer Light
feet to teleport that same amount to an unoccupied space you
can see. You regain all expended Bringer Light on a short or
long rest. Your Bringer Light increases to 30 feet at 7th level,
40 feet at 14th level, and 50 feet at 19th level.
Object Affinity. By pulling on the soul of an object you
have a strong connection too, you alter it's form, granting you
powers. You gain an armament called a Fullbring.
Spiritual Awareness. Fullbringers can see into and
interact with the ethereal plane.
Spell Point Pool. If you don't have any class levels that
provide Spell Points/Spell Slots, you gain a pool of Spell
Points equal to you level plus you proficiency bonus. If you
do, then you can expend one spell slot and gain a number of
spell points equal to it's point cost as per the Spell Point Cost
Table in Chapter 6. Any unspent spell points at the end of a
long rest are lost.

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Quincy
Japanese for Monk of Destruction, Quincy are spirituall
aware Humans able to absorb and manipulate Spirit
Particles into spiritual weapons. Most of the Quincy were
exterminated by the Shinigami over 200 years ago in order to
prevent the collapse of the worlds due to the Quincy over-
hunting and destroying all Hollows they encountered.
The difference between the two is that when a Shinigami
slays a hollow, their Zanpakutō purify the Hollow and sends
them to Soul Society, returning them to the reincarnation
cycle. However, when a Quincy slays a Hollow, they are utterly
destroyed, removing them from the reincarnation cycle and
upsetting the balance of souls. This difference between the
two led to the Shinigami reluctantly wiping out the Quincy in
order to maintain the balance of the world.
Ability Score Increase. Your Dexterity score increases by
1, and your Wisdom score increases by 1.
Hollow vulnerability. You are vulnerable to damage dealt
by Hollow attacks, abilities and spells.
Acute Reiatsu Perception. You have advantage on reiatsu
checks.
Spiritual Awareness. Quincy can see into and interact
with the ethereal plane.

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Visored* You have resistance to bludgeoning, piercing, and slashing
The Visored are a group of Shinigami that have acquired damage from non-magical sources.
Hollow powers through experimentation, usually not of their Your mask lasts for 1 minute increments, for a total
own free will. When a Hollow is inserted into the soul of a number of minutes equal to your proficiency bonus. You may
Shinigami it merges with them and their Zanpakutō. This dismiss your mask at will and you regain all expended
process is very dangerous as the Shinigami must battle this minutes on a long rest.
Hollow within them. Losing this battle results in the Hollow Whenever you would gain a level, you can select a new
taking of their body, however if the Shinigami wins they gain Hollow ability or weapon ability.
the ability to don a Hollow mask, and have access to Hollow Augmented Spiritual Pressure. You retain your creature
powers. This process is known as Hollowfication. type, yet you register as a Hollow to spells and other effects
The Visored appear entirely Human and, barring when that detect the presence of the Hollow creature type.
they use their powers, are indistinguishable from ordinary
Shinigami. To gain access to their Hollow powers, a Visored
dons a Hollow mask. Their spiritual pressure likewise
changes into a mix of Hollow and Shinigami.
The transition from a Shinigami into a Visored is usually
met with swift exile from Soul Society. The Visored and any
other parties involved will be considered criminals by the
Soul Society for breaking the law of acquiring Hollow
powers. Their status or rank of any kind are stripped and if
apprehended would spend the rest of their days in the
deepest level of the Central Great Underground Prison.
Supernatural Gift: Visored
The Dungeon Master has the option to allow a character
created in a Bleach campaign to be Visored. Alternatively, a
character who undergoes Hollowfication in the course of a
campaign might become a Visored.
Becoming a Visored is a supernatural gift (see
"Supernatural Gifts" in chapter 7 of the Dungeon Master's
Guide) that bestows upon you the following traits.
Inner Battle. To first gain access to the the rest of the
traits you must first defeat the Hollow merging with your
soul.
You must spend 1 minute meditating to enter your Inner
World. Once their you immediately battle the Hollow. You
have access to all your armament and abilities as you
normally would, but no other equipment. The Hollow takes
on the appearance of you, but a dark, twisted and evil version.
It uses the same statistics as your character but with the
Hollow template applied.
While battling with your Hollow, your actual body starts to
spill white material from its eyes and mouth and
transforming into a Hollow and goes on a rampage attacking
anyone in sight trying to devour any souls. For each soul your
Hollow possessed body devours, it gains a cumulative +1
bonus on all ability checks, skill checks and damage rolls
within the Inner Battle.
If you would lose the Inner Battle, you are slain, the Hollow
takes over your body and transforms into an Arrancar and is
controlled by the DM. If your actual body would be slain, you
are slain as well.
However, if you would defeat the Hollow, you emerge
victorious, donning your Hollow mask. You gain four Hollow
abilities.
Hollow Mask. On your turn, as a bonus action you don
your Hollow mask, gaining the following benefits.
You gain access to your Hollow abilities.
All forms of movement you have are increased by 10 feet.
You have advantage on Strength checks and Strength
saving throws.
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Hollow
Within this setting, players have a chance of playing as the
main antagonists, the Hollows.
Hollow player characters start out as Adjuchas.
To build a Hollow player character you first choose a
monster from the Monster Manual with a CR no higher than
1/2 and apply the Hollow template to it. You may choose
monsters from a different source and/or from a higher CR if
allowed by your DM.
Hollow PC Template
Through your sheer power of will you have retained a
fragment of your mind as you became a Gillian. After further
cannibalizing other Hollows you have evolved to the next
evolution, an Adjuchas.
When a creature becomes a Hollow, it retains its statistics
except as described below. The hollow might retain or lose
any or all of its lair actions, abilities or actions as the DM sees
fit.
Hole & Mask. As a Hollow your chain of fate corroded
away leaving behind a hole signifying your heart fading away
and becoming your Hollow mask.
Damage Resistances. Bludgeoning, piercing, and slashing
from Nonmagical attacks.
New Action: Bite/Slam. If the creature has a mouth and
doesn't have a Bite attack, it gains one. If the creature has no
mouth, and doesn't have a Slam attack, it gains one. Use the
following statistics for either case chaning the damage type to
the appropriate one.
Melee Weapon Attack: proficiency + Strength, reach 5 feet,
One target. Hit 1d6 piercing (bite) or Bludgeoning (slam).
Cero. You gain the Cero ability, from the Hollow Abilities
listed in Chapter X, regardless if you don't meet the
requirements.
Garganta. You gain the Garganta ability, from the Hollow
Abilities listed in Chapter X, regardless if you don't meet the
requirements.
Unique Abilities. You gain three Hollow abilities that you
meet the requirements for from the Hollow Abilities list.
Hollow Evolution. As a Hollow you must eat souls for
sustenance. At a minimum, you must eat a number of souls
equal to your HD per day.
Once you've eaten a number of Souls equal to double your
HD, and those Souls had HD equal to or greater than your
own, you gain one HD permanently.
Spell Point Pool. If you don't have Spell Points/Spell
Slots, you gain a pool of Spell Points equal to the number of
your HD + your proficiency bonus. If you do, then you can
expend one spell slot and gain a number of spell points equal
to it's point cost as per the Spell Point Cost Table in Chapter
6. Any unspent spell points at the end of a long rest are lost.

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Classes & Subclasses
This section includes the two new classes, Shinigami and
Quincy.

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Saving Throws: Charisma
Shinigami Skills: None
A group of Shinigami are ambushed by an Espada and it's Equipment
Fraccion. Akihiko engages the Espada, both clash swords and You start with the following equipment, in addition to the
trade swings back and forth, a brilliant display of steel and equipment granted by your background:
skill.
Izuna releases here Shikai, her sword manifesting into a A set of Shinigami robes
set of heavy armor and surprises one of the Fraccion member
with heavy blows, showing off her hand-to-hand expertise.
Akatsuya keeps the final Fraccion member at bay with
Shunpo clones and fast attacks, dashing in and out of range,
overwhelming her opponent with deadly speed.
Ikuto stands in the back casting Kidō. He casts Bakudō #9
Hōrin to stop the advance of a fraccion giving Izuna an
opening, he follows that up with Kaido #26 Enlarge to grow
Akihiko twice his size, finally after Akatsuya distracts her
opponent and gives Ikuto enought time, he finishes off the
fraccion member with Hadō #33 Sōkatsui and reduces it to
dust.
All of these heroes are Shinigami, specialized in one type
of combat learned from the academy.
Duties
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 Zanpakutō, you purify them and send
them off into the afterlife, back into the reincarnation cycle.
Shin'ō Academy
As a Shinigami you're a graduate of the Shinōreijutsuin
(Spiritual Arts Academy), or more commonly known as the
Shinigami Academy. Through their six year curriculum you
learned all four major Shinigami combat forms: Hakuda,
Hohō, Kidō and Zanjutsu.
During this time you excelled and specialized in one of
these combat forms.
Creating a Shinigami
As you build your Shinigami, think about two related
elements of your character's background: Which combat
form will you specialize in? When and how did you discover
your high reiryoku? What motivated you to join the academy
and become a Shinigami?
Class Features
As a Shinigami, you gain the following class features
Hit Points
Hit Dice: 1d8 per Shinigami level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Consitution
modifier per Shinigami level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None

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Proficiency Spell Max Spell
Level Bonus Features Hakuda Shunpo Points Level
Shinigami Specialization, Hakuda, Shunpo, Spellcasting, Unarmed
1st +2 1d4 10 ft. 4 1
Defense, Zanpakutō
2nd +2 - 1d4 10 ft. 6 1
3rd +2 Shinigami Specialization Feature 1d4 10 ft. 10 1
4th +2 Ability Score Improvement 1d4 10 ft. 12 1
5th +3 Extra Attack 1d4 15 ft. 14 2
6th +3 - 1d6 15 ft. 18 2
7th +3 Shinigami Specialization Feature 1d6 15 ft. 20 2
8th +3 Ability Score Improvement 1d6 15 ft. 24 2
9th +4 Indomitable 1d6 20 ft. 26 3
10th +4 - 1d6 20 ft. 30 3
11th +4 Shinigami Specialization Feature 1d8 20 ft. 32 3
12th +4 Ability Score Improvement 1d8 20 ft. 36 3
13th +5 Enhanced Durability 1d8 25 ft. 38 4
14th +5 - 1d8 25 ft. 42 4
15th +5 Shinigami Specialization Feature 1d8 25 ft. 44 4
16th +5 Ability Score Improvement 1d10 25 ft. 48 4
17th +6 Timeless Body 1d10 30 ft. 52 5
18th +6 - 1d10 30 ft. 54 5
19th +6 Ability Score Improvement 1d10 30 ft. 58 5
20th +6 Shinigami Master 1d10 30 ft. 60 5

Spellcasting For example, to create a spell slot of 1st level, you would
need to expend two spell points.
After completing your training at the academy you have Spells of 3rd level and higher are particularly taxing to
learned to manipulate spirit particles to create devastating cast. You can use spell points to create one slot of each level
effects. See chapter 10 of the PHB for the general rules of of 3rd or higher a number of times per long rest, equal to half
spellcasting and chapter X of this book for the Shinigami your proficiency modifier, rounded down.
spell list.
Spells Known of 1st Level and Higher
Cantrips At 1st level, you know two 1st-level spells of your choice from
At 1st level, you know two cantrips of your choice from the the Shinigami spell list.
Shinigami spell list. Each time you gain a Shinigami level, you can learn one
new spell of your choice for free. A spell you choose must be
Spell Points of a level no higher than what’s shown in the table’s Max
The Shinigami table shows how many spell points you have Spell Level column for your level. Additionally, when you gain
to cast spells at each level. Your level also determines the a level in this class, you can choose one of the spells you
maximum-level spell slot you can create. Even though you know and replace it with another spell from the Shinigami
might have enough points to create a slot above this spell list, which also must be no higher than what's shown in
maximum, you can't do so. the table's Max Spell Level column for your level.
To cast one of your spells of 1st level or higher, you must
expend a number of spell points to create a spell slot of a Spellcasting Ability
given level, and then use that slot to cast a spell. You can't Charisma is your spellcasting ability for your Kidō. You can
reduce your spell point total to less than 0, and you regain all use your Charisma whenever a spell refers to your
spent spell points when you finish a long rest. spellcasting ability.

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In addition, you use your Charisma modifier when setting the Extra Attack
saving throw DC for Kidō you cast and when making an
attack roll with one. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier modifier
Indomitable
Beginning at 9th level, you can reroll a saving throw that you
Spell attack modifier = your proficiency bonus + fail. If you do so, you must use the new roll, and you can’t use
your Charisma modifier this feature again until you finish a long rest.
You can use this feature twice between long rests starting
Unarmored Defense at 13th level and three times between long rests starting at
While you are not wearing any armor or using a shield, your 17th level.
Armor Class equals 10 + your Dexterity modifier + your Enhanced Durability
Proficiency bonus.
Beginning at 13th level, when you are reduced to 0 HP and
Hakuda are not killed outright, you can choose to drop to 1 hit point
Japanese for Hand-to-Hand Combat, Hakuda is a close instead. Once you use this ability, you can't use it again until
combat style of fighting, in which one is unarmed and uses you finish a long rest.
only one's body. Timeless Body
You can roll a d4 in place of the normal damage of your
unarmed strike. This die increases as you gain levels, as Starting at 17th level, your Spiritual Power causes you to age
shown in the Hakuda column of the Shinigami table. more slowly. For every 10 years that pass, your body ages
only 1 year.
Shunpo
Japanese for Flash Step, Shunpo is a special movement Shinigami Master
technique which allows the user to move faster than the eye Through intense training and experience, you have mastered
can follow. a single aspect of your Zankensoki training.
When you would use your normal movement, you can You gain one of the following options based on the same
instead use Shunpo. You expend a number of Shunpo feet in choice for your Shinigami Specialization.
increments of 5 feet to teleport that same amount to an
unoccupied space you can see. You regain expended Shunpo Zan
on a short or long rest. Your Shunpo distance increases as Your Strength and Constitution scores increase by 4. Your
you gain levels, as shown in the Shunpo column. maximum for those scores is now 24.
Additionally, your base Zanpakuto damage dice is doubled.
Zanpakutō
Ken
Japanese for Soul Slayer, a Zanpakutō is the main weapon of Your Strength and Dexterity scores increase by 4. Your
the Shinigami. The art of weilding one is called Zanjutsu; maximum for those scores is now 24.
Japanese for Swordsmanship. Additionally, your base Hakuda dice is doubled.
When students are accepted into the academy they are
given an Asauchi (Shallow Hit). These are nameless So
Zanpakutō in which the Shinigami has not yet connected too Your Dexterity and Intelligence scores increase by 4. Your
and have no "identity." Over time while the Shinigami wields maximum for those scores is now 24.
this weapon, they slowly pour their Spiritual Power into the Additionally, when you are targeted by a spell that you can
weapon. see, or an attack is made against you, as a reaction you can
In doing so the Zanpakutō develops it's own independent use Shunpo possibly dodging the attack or spell. When using
personality. This spirit is a reflection of the owner's soul, as Shunpo this way, you must expend double the amount of feet.
well as it's shape and abilities. Once a Shinigami learns their
Zanpakutō's name and release command, they can Ki
communicate with one another and grow stronger together. Your spellcasting ability score, and another mental ability
Ability Score Improvement
score of your choice increase by 4. Your maximum for those
scores is now 24.
When you reach 4th level, and again at 8th, 12th, 16th, and Additionally, your base spell points amount are doubled.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 Shinigami Specialization
using this feature. During you're time at the academy you specialized in one
Using the optional feats rule, you can forgo taking this form of the Zankensoki training.
feature to take a feat of your choice instead.

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Zan Specialization Ken Specialization
Zan, short for Zanjutsu, refers to sword fighting techniques. Ken, or otherwise referred to as Hakuda, refers to unarmed
fighting.
Zanjutsu Practitioner
Beginning at 1st level you gain the following: Hakuda Practitioner
Beginning at 1st level you gain the following:
You gain proficiency in Strength and Constitution saving
throws. You gain proficiency in Strength and Dexterity saving
Choose two skills from the following, you're now throws.
proficient in them: Athletics, Acrobatics, History, Animal Choose two skills from the following, you're now
Handling, Insight, Perception, Survival, Intimidation proficient in them: Acrobatics, Athletics, History, Insight,
Your base Zanpakutō damage dice size is increased by Perception, Religion, and Stealth.
one step. Your Hakuda dice size is increased by two steps.
You gain a +1 on attack rolls made with your Zanpakutō. You gain a number of bonus spell points equal to your
proficiency bonus.
Zanjutsu Prodigy
At 3rd level, You adopt a particular style of fighting as your Hakuda Prodigy
specialty. Choose one of the following options. You can’t take Beginning at 3rd level, your unarmed strikes count as magical
a Fighting Style option more than once, even if you later get for the purpose of overcoming resistance and immunity to
to choose again. nonmagical attacks and damage.
Blind fighting
You have blindsight with a range of 10 feet. Within that Hakuda Adept
range, you can effectively see anything that isn’t behind total At 7th level, you gain a Hakuda feat of your choice.
cover, even if you’re blinded or in darkness. Moreover, you can
see an invisible creature within that range, unless the Hakuda Specialist
creature successfully hides from you. Starting from 11th level, immediately after you take the
Dueling Attack action on your turn, you can expend 2 spell points to
When you are wielding a melee weapon in one hand and make two unarmed strikes as a bonus action.
no other weapons, you gain a +2 bonus to damage rolls with Hakuda Expert
that weapon. When you reach 15th level, your unarmed strikes score a
Great Weapon Fighting critical hit on a roll of 19 or 20.
you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, So Specialization
you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed So, or otherwise referred to as Hohō (Agility) is a defensive
or versatile property for you to gain this benefit. style of fighting which relations to footwork. Shunpo is part
Interception of this style.
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction Hohō Practitioner
to reduce the damage the target takes by 1d10 + your Beginning at 1st level you gain the following:
proficiency bonus (to a minimum of 0 damage). You must be You gain proficiency in Dexterity and Intelligence saving
wielding a shield or a simple or martial weapon to use this throws.
reaction. Choose two skills from the following, you're now
Two-weapon Fighting proficient in them: Acrobatics, Athletics, Deception,
When you engage in two-weapon fighting, you can add your Insight, Intimidation, Investigation, Perception,
ability modifier to the damage of the second attack. Performance, Persuasion, Sleight of Hand, and Stealth
Zanjutsu Adept Your base shunpo is doubled.
At 7th level you gain a Zanjutsu feat of your choice. When you Shunpo at least 20 feet or more and at the end
of the movement an enemy is adjacent to you, you have
Zanjutsu Specialist advantage on the next attack roll against them.
Beginning at 11th level you can attack three times, instead of Hohō Prodigy
twice, whenever you take the Attack action on your turn. Starting from 3rd level, when an attacker that you can see
Zanjutsu Expert hits you with an attack, you can use your reaction to expend
When you reach 15th level, whenever you make a melee 10 feet of Shunpo to halve the attack’s damage against you.
weapon attack using your Zanpakuto, you gain a bonus to the Hohō Adept
damage roll equal to your proficiency bonus At 7th level you gain a Hohō feat of your choice.

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Hohō Specialist
Beginning at 11th level, when you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Hohō Expert
When you reach 15th level, Whenever you roll for initiative,
you can expend 10 Shunpo to gain advantage on the roll.
Ki Specialization
Ki, or otherwise referred to as Kidō (Spirit Arts), is focused
on combat using magic.
Kidō Practitioner
Beginning at 1st level you gain the following:
You gain proficiency in Wisdom and Intelligence saving
throws.
Choose two skills from the following, you're now
proficient in them: Arcana, History, Insight, Investigation,
Persuasion, Medicine, and Religion*
Your base spell points are doubled.
Whenever you finish a short rest, you regain a number of
spell points equal to your proficiency bonus.
You learn two additional Cantrips and two additional
Level 1 spells from the Shinigami spell list.
Kidō Prodigy
At 3rd level, your Max Spell Level is increased by one. Your
max spell level increases by one again at 7th level to a max
spell level of 7th starting at level 17th.
Additionally, you learn one spell of your choice from the
Shinigami spell list and learn an additional Shinigami spell
each time you gain a Shinigami level.
Kidō Adept
At 7th level you gain a Kidō feat of your choice.
Kidō Specialist
Starting from 11th level, you can now use spell points to
create one slot of each level of 5th or higher a number of
times per long rest, equal to half your proficiency modifier,
rounded down.
Kidō Expert
At 15th level, the spell save DC for your spells increases by 1.

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Quincy Class Features
After dodging a cero, the Quincy draws her bow and lets As a Quincy, you gain the following class features
loose a barrage of arrows at the Hollow. Stilling her mind and Hit Points
maintaining concentration on her bow, she sends one arrow
after another to pierce the hollows thick hierro. Hit Dice: 1d8 per Quincy level
Within the urban jungle of the city Hollow can lurk within Hit Points at 1st Level: 8 + your Constitution modifier
dark alleyways, perched atop a high building, or stalking its Hit Points at Higher Levels: 1d8 (or 5) + your Consitution
prey from the shadows. However, the vigilant Quincy awaits modifier per Quincy level after 1st
to eliminate any Hollow that dares to show it's face. Proficiencies
Armor: None
Deadly Hunters Weapons: All bows and crossbows
Quincy specialize in hunting Hollow that threaten Tools: One artisan tool of your choice
humankind. From they're ancestors they've learned to Saving Throws: Dexterity, Wisdom
traverse the wilderness, to the current Quincy which have Skills: Choose three from Acrobatics, Sleight of Hand,
adapted and now hunt within the urban jungle. Quincy learn Arcana, History, Investigation, Religion, Insight, Medicine,
to track their foes as a predator does, moving through the Perception, Performance
brush and rubble, or maze like street blocks.
Equipment
Creating a Quincy You start with the following equipment, in addition to the
As you create your Quincy character, consider where you equipment granted by your background:
come from. Are you a Quincy that escaped the Shinigami's (a) a item1 or (b) item2
Quincy purge? Are you a Quincy that was born and raised A set of Quincy robes
within the Invisible realm? Or are you a Quincy from abroad?

Level Proficiency Bonus Features Hirenkyaku Spell Points Max Spell level
1st +2 Quincy Cross, Quincy Archetype, Unarmored Defense 40 ft. - -
2nd +2 Reishi Manipulation, Gintō Proficiency 40 ft. 2 1st
3rd +2 - 40 ft. 2 1st
4th +2 Ability Score Improvement 40 ft. 4 1st
5th +3 Extra Attack 60 ft. 4 2nd
6th +3 Blute 60 ft. 6 2nd
7th +3 Quincy Archetype 60 ft. 6 2nd
8th +3 Ability Score Improvement 60 ft. 8 2nd
9th +4 Point-Blank Shot 80 ft. 8 3rd
10th +4 Vollständig 80 ft. 10 3rd
11th +4 Quincy Archetype 80 ft. 10 3rd
12th +4 Ability Score Improvement 80 ft. 12 3rd
13th +5 Spirit Tap 100 ft. 12 4th
14th +5 Schatten 100 ft. 14 4th
15th +5 Quincy Archetype 100 ft. 14 4th
16th +5 Ability Score Improvement 100 ft. 16 4th
17th +6 Sharpshooter 120 ft. 16 5th
18th +6 - 120 ft. 18 5th
19th +6 Ability Score Improvement 120 ft. 18 5th
20th +6 Master Archer 120 ft. 20 5th

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Quincy Cross Ability score improvement
A cross in the shape of the Quincy symbol that only those When you reach 4th level, and again at 8th, 12th, 16th and
who have inherited Quincy abilities and techniques are 19th level, you can increase one ability score of your choice
allowed to possess. The Quincy cross acts as the focus for a by 2, or you can increase two ability scores of your choice by
Quincy bow, known as a Heilig Bogen. 1.
Quincy crosses usually take the form of a necklace or Using the optional feats rule, you can forgo taking this
pendant, but you may choose another form it takes. feature to take a feat of your choice instead.
You must choose a bow material and bow type, further You can also forgo taking this feature to take a Bow
detailed under armament. The Bow Damage column shows weapon ability.
the damage dice for your bow.
Extra Attack
Reishi Manipulation Beginning at 5th level, you can attack twice, instead of once,
Reishi is Japanese for spirit particles, it is the main whenever you take the Attack action on your turn.
component material of Souls and all spiritual matter. A
Quincy uses the Reishi in the atmosphere, and combines it Blut
with their own Reiryoku. Starting from 6th level you have learned to channel reishi
Spell Points. The Quincy table shows how many spell through your blood vessels, increasing your attack or defense.
points you have to fuel various abilities. You can't reduce your You can only have one instance of blut activate at a time.
spell point total to less than 0, and you regain all spent spell Blute Vene. When you make an attack, but before any rolls
points when you finish a long rest. are made, as a reaction you may expend any number of your
Hirenkyaku. Japanese for Flying Screen Step, is an SP points. You get a +1 bonus on attack rolls for each SP
advanced Quincy movement technique, allowing the user to point expended until your next turn.
move at high speed by riding on the flow of Reishi created Blut Arterie. When you are hit by an attack, as a reaction
below their feet. you can expend any number of your SP points. You gain two
When you would use your normal movement, you can temporary hit points for each SP point expended. Any
instead use Hirenkyaku. You expend a number of your remaining temporary hit points from this feature disappear
Hirenkyaku feet to teleport that same amount to an on your next turn.
unoccupied space you can see. You regain expended
Hirenkyaku on a short or long rest. Your Hirenkyaku feet Point-Blank Shot
increases as you gain Hirenkyaku levels, as shown in the
Hirenkyaku column. Beginning from 9th level, If you would make a ranged weapon
attack with your Heilge Bogen when you are within 5 feet of
Gintō Proficiency your target, you don't suffer disadvantage.
Additionally, if you would be able to make an opportunity
Gintō are small containers approximately 5 centimeters in attack, you can make a single ranged weapon attack with
size. You can craft these Magic Potions by condensing your your Heilge Bogen.
Reiryoku into a liquid state.
To craft a Gintō, choose a spell from the Quincy spell list of Vollständig
a level no higher than your max spell level and you must
spend 1 hour, 100 gp and 2 SP per spell level. Starting from 10th level, through your rigorous training you
If a spell you choose requires a target or to choose a point have obtained a powerful form, the Vollständig, meaning holy
or area, it would be the subject of the target and centered on form.
them. As an action you can enter this form for 1 minute and
You may use Gintō as a ranged weapon with a range of 10 remain in this form until you die, become unconscious or end
ft + 5 ft x your Dex bonus. If you would hit a target, instead of the form early as a bonus action.
dealing damage the target is subject to the effects of the While in this form you gain the following benefits.
Gintō. You gain 2 temporary hit points for each Quincy level you
Spellcasting Ability have.
Wisdom is your spellcasting ability for your Quincy spells. You gain a fly speed equal to your walking speed.
You use your Wisdom whenever a Quincy spell refers to your At the beginning of your turn you regain 2 SP points.
spellcasting ability. In addition, you use your Wisdom When this form ends any SP points gained through this
modifier when setting the saving throw DC for a Quincy spell feature disappear.
you cast and when making an attack roll with one. Bow attributes cost 1 SP less, minimum 1 SP.

Spell Save DC = 8 + your proficiency bonus +


your Wisdom modifier

Spell attack modifier = your proficiency bonus +


your Wisdom modifier

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If the duration of your Vollständig would end, you may expend Blind Fighting
2 SP points to increase the duration by 1 minute. You have blindsight with a range of 10 feet. Within that
When Vollständig ends, you gain one level of exhaustion. range, you can effectively see anything that isn’t behind total
This level of exhaustion cannot be removed by any means cover, even if you’re blinded or in darkness. Moreover, you can
other than a long rest. see an invisible creature within that range, unless the
creature successfully hides from you.
Spirit Tap Dueling
At 13th level, whenever a creature is slain within 60 feet of When you are wielding a melee weapon in one hand and
you that you can see, you regain 1 spirit pool charge. no other weapons, you gain a +2 bonus to damage rolls with
that weapon.
Schatten Protection
When a creature you can see attacks a target other than
German for Shadow. you that is within 5 feet of you, you can use your reaction to
Starting at 14th level when you are in dim light or darkness impose disadvantage on the attack roll. You must be wielding
you can expend 10 SP points and cast Plane Shift without a shield.
material components. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
Sharpshooter ability modifier to the damage of the second attack.
Beginning at 17th level, you gain the following benefits. Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal
Attacking at long range doesn't impose disadvantage on to 1d4 + your Strength or Dexterity modifier on a hit. If you
your ranged weapon attack rolls. aren’t wielding any weapons or a shield when you make the
Your ranged weapon attacks ignore half cover and three- attack roll, the d4 becomes a d6.
quarters cover.
Before you make an attack with a ranged weapon that you Whirlwind Attack
are proficient with, you can choose to take a -5 penalty to Beginning at 7th level, You can use your action to make a
the attack roll. If the attack hits, you add +10 to the melee attack against any number of creatures within 5 feet of
attack's damage. you, with a separate attack roll for each target.
Master Archer Evasion
At 20th level, you gain the following benefits. Starting at 11th level, your instinctive agility lets you dodge
out of the way of certain area effects, such as a Hollow's cero
Your Heilge Bogen's damage dice is increased by one dice. or a Shakkahō spell. When you are subjected to an effect that
You only need one hand to wield and use your Heilge allows you to make a Dexterity saving throw to take only half
Bogen. damage, you instead take no damage if you succeed on the
You always have advantage on ranged weapon attack rolls saving throw, and only half damage if you fail.
with your Heilge Bogen.
Extra Attack
Quincy Archetypes At 15th level, you can attack three times, instead of twice
whenever you take the Attack action on your turn.
Each Quincy has unique skill sets that serve the
Wandenreich. Jäger
Krieger You learn specialized techniques to hunt down your foes.
You focused on melee training over archery. Favored Foe
At 3rd level, when you hit a creature with an attack roll, you
Martial Training can mark the target as your favored enemy for 1 minute or
When you take this archetype at 3rd level you gain the until you lose your concentration (as if you were
following benefits. concentrating on a spell).
The first time on each of your turns that you hit the favored
Proficiency with shields enemy and deal damage to it, you can increase that damage
Proficiency with one type of one-handed melee weapon of by 1d4. The extra damage increases when you reach certain
your choice. levels in this class: to 1d6 at 6th level, and 1d8 at 10th level.
Proficiency with the Seele Schneider You have advantage on Wisdom (Survival) checks to track
When you summon your Heilge Bogen, you may have it your favored enemies.
take on the form of the chosen one-handed melee weapon. You can use this feature to mark a favored enemy a number
of times equal to your proficiency bonus, and you regain all
Fighting Style expended uses when you finish a long rest.
At 3rd level you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take
a Fighting Style option more than once, even if you later get
to choose again.
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Natural Explorer Expanded Spirit
At 3rd level, you become a master of navigating the natural Beginning at 7th level, you may cast spells without the use of
world, and you react with swift and decisive action when Gintō from the Quincy Spell list. Additionally, when using a
attacked. This grants you the following benefits. Gintō you can do so as a bonus action.
You ignore difficult terrain. To cast one of your spells of 1st level or higher, you must
expend a number of spell points to create a spell slot of a
You have advantage on initiative rolls. given level, and then use that slot to cast a spell.
On your first turn during combat, you have advantage on For example, to create a spell slot of 1st level, you would
attack rolls against creatures that have not yet acted. need to expend two spell points.
In addition, you are skilled at navigating the wilderness. Spells of 3rd level and higher are particularly taxing to
You gain the following benefits when traveling for an hour or cast. You can use spell points to create one slot of each level
more. of 3rd or higher a number of times per long rest, equal to half
your proficiency modifier, rounded down.
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means. Focused Spirit
Even when you are engaged in antoher activity while Beginning at 11th level, you gain bonus SP points equal to
travelling (such as foraging, nagivating, or tracking), you your level + your proficiency bonus. These bonus points can
remain alert to danger. only be used to prepare Gintō or cast spells.
If you are traveling alone, you can move stealthily at a
normal pace. Versatile Spirit
When you forage, you find twice as much food as your When you reach 15th level, you have become an expert on
normally would. reishi manipulation and can duplicate the effects of other
While tracking other creatures, you also learn their exact spells. You may prepare Gintō using spells from any spell list.
number, their sizes, and now long ago they passed If you craft a Gintō using a spell not on the Quincy Spell list,
through the area. the SP and gold cost is doubled.
Supernatural Defense
At 7th level, you gain extra resilience against your foe’s
assaults on your mind and body. Whenever the target of your
Favored Foe forces you to make a saving throw and whenever
you make an ability check to escape that target’s grapple, add
1d6 to your roll.
Vanish
Starting at 11th level, you can use the Hide action as a bonus
action on your turn. Also, you can't be tracked by nonmagical
means, unless you choose to leave a trail.
Foe Slayer
At 15th level, you become an unparalleled hunter. Once on
each of your turns, you can add your Wisdom modifier to the
attack roll or the damage roll of an attack you make against
your favored enemy. You can choose to use this feature before
or after the roll, but before any effects of the roll are applied.
Zauberer
You begin to focus on spellcasting instead of archery.
Improved Spellcasting
Starting from 3rd level your max spell level known increases
by one and continues to increase at later levels. Your max
spell level known increases by two at 11th level, and three at
15th level.
Additionally the cost and time to create Gintō is reduced by
half, rounded down.
Tactical Wit
At 3rd level, your keen ability to assess tactical situations
allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Wisdom modifier.

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Armaments

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Zanpakutō
weapon (Katana), Legendary (requires attunement by a Shinigami)
The trademark weapon of the Shinigami, used to battle hollows. These unique weapons of infinite potential are tempered by the
soul of it's wielder.

Level Features Tanto Katana Nodachi


Base Properties Finesse, Light, Thrown 20/60 - Two-handed
1st Konso, Sublimation 1d4, Thrown 20/60 1d6 1d8
2nd Kengen 1d4, Thrown 20/60 1d6 1d8
3rd - 1d4, Thrown 20/60 1d6 1d8
4th Shikai 1d4, Thrown 20/60 1d6 1d8
5th Magic Weapon +1 1d4, Thrown 20/60 1d6 1d8
6th Shikai 1d6, Thrown 40/80 1d8 1d10
7th - 1d6, Thrown 40/80 1d8 1d10
8th Final Shikai 1d6, Thrown 40/80 1d8 1d10
9th Magic Weapon +2 1d6, Thrown 40/80 1d8 1d10
10th Bankai 1d6, Thrown 40/80 1d8 1d10
11th - 1d8, Thrown 60/100 1d10 1d12
12th Shikai 1d8, Thrown 60/100 1d10 1d12
13th Magic Weapon +3 1d8, Thrown 60/100 1d10 1d12
14th Shikai 1d8, Thrown 60/100 1d10 1d12
15th - 1d8, Thrown 60/100 1d10 1d12
16th Shikai 1d10, Thrown 80/120 1d12 2d6
17th Magic Weapon +4 1d10, Thrown 80/120 1d12 2d6
18th Shikai 1d10, Thrown 80/120 1d12 2d6
19th - 1d10, Thrown 80/120 1d12 2d6
20th Final Bankai 1d10, Thrown 80/120 1d12 2d6

Choose one of the Zanpakutō forms, Tanto, Katana or As an action you make a melee attack on a Plus. To resist
Nodachi, this choice is permanent. As well as one Armament the Konsō's effect if must make a Constitution saving throw,
type, you can only choose Shikai abililites from that type. DC 10 + your level. A Plus is willing and automatically fails
Your Zanpakutō level is the same level as your Shinigami it's saving throw if you've completed it's Quest.
level.
Sublimation
Konsō When a Hollow is slain with a Zanpakutō, it is cleansed of the
Soul Burial is the process by which Shinigami send Pluses to sins it committed as a Hollow, and passes into the afterlife.
Soul Society from the Human World, which is known as This is called sublimation.
"crossing over". To achieve this, they tap the hilt of their Souls who pass into Soul Society will be reborn again into
Zanpakutō against a Plus's forehead, leaving an emblem at the Human World once their "life" in Soul Society comes to
the point of impact which begins to shine brightly. The Plus an end. However, if the Hollow committed heinous crimes, it
proceeds to sink into the ground in a pool of blue light as they will be sent through the Gates of Hell instead of Soul Society.
are sent to Soul Society, and a hell butterfly flies away from
their point of departure.

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Kengen To activate Bankai you must first be in Shikai. As an action
Your Zanpakutō has developed it's own personality. Your you enter your Bankai form. You can stay in this form a
Zanpakutō takes on a more unique appearance. It's scabbard, number of rounds equal to your level plus one. These rounds
tsuba, handle or other aesthetics have changed. You learn the need not to be consecutive and you can dismiss Bankai at
name of your Zanpakutō and obtain it's initial release form, will, reverting you back to Shikai if you wish. You gain the
also known as Shikai. You gain two armament abilities. following benefits while in bankai.
You don't simply picking a name, for the living spirit of the Your maximum and total hit points double.
Zanpakutō already has its own name. The Shinigami must be You gain an additional armament type.
able to communicate and harmonize with their Zanpakutō You gain four additional armament abilities, you only have
effectively, which requires being able to speak to the spirit access to these additional abilities while in Bankai.
within its world. Gaining access to one's Shikai and releasing You gain one Bankai ability. You can only use this ability
it for the first time is known as Kengen (Manifestation). while in Bankai.
To activate this form you must chant a Kaigo (Release Call).
Using the Kaigo, followed by the name of the Zanpakutō, Once your Bankai ends, you gain a level of exhaustion.
activates Shikai. It is crucial to memorize each phrase, as At 15th level and again at 20th, you gain an additional
every Zanpakutō has a different incantation. three armament abilities.
As an action you may activate Shikai. This form lasts for a
number of minutes equal to your proficiency bonus. Final Bankai
If your Zanpakutō would be broken or destroyed, as long as This technique is not one that is easily revealed to you by
their is some part of it remaining, you may restore it. Your your Zanpakutō. This technique is of tremendous power, but
Zanpakutō has a number of hit points equal to five times your at a great cost. By using this technique, you merge with your
proficiency bonus. While on you, it uses your AC, otherwise Zanpakutō, but afterwards you lose all of your Shinigami
it's 11. powers.
Shikai
At 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18,
and 20th level, you gain two armament abilities.
Magic Weapon
Starting at 5th level your Zanpakutō counts as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You have a +1 bonus to attack and damage rolls made with
this magic weapon, this bonus increases at levels 9th, 13th
and 17th.
Final Shikai
A powerful attack that requires sacrificing your weapon.
When you would use a Final Shikai ability or make a
weapon attack with your Zanpakutō, as a reaction you may
have it become a Final Shikai attack. If you do, this weapon
attack succeeds, or the opponent fails its saving throw. Any
damage you would deal this way is maximized as well.
Once the ability or weapon attack ends, your Zanpakutō is
destroyed. You cannot benefit from any armament abilities
while your Zanpakutō is destroyed and cannot activate Shikai
or Bankai. Your Zanpakutō takes a number of days to
regenerate equal to 10 - your proficiency bonus.
Bankai
Japanese for final release, is the final form of a Zanpakutō. To
achieve Bankai, one must be able to materialize and
subjugate their Zanpakutō spirit.
Once per day you may materialize your Zanpakutō spirit
and attempt to subjugate it. Your Zanpakutō spirit has the
same statistics, Zanpakutō and weapon abilities as you.
Once your defeat your Zanpakutō, you gain access to
Bankai.

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Heilig Bogen
Legendary (requires attunement by a Quincy)
The trademark weapon of the Quincy.

Level Features Long Bow Short Bow Crossbow Web Bow


Properties Heavy, Two-handed Two-handed Loading, Two-handed Heavy, Two-handed
1st - Range 120/240 Range 50/100 Range 30/60 Range 25/50
2nd Bow Attribute Range 120/240 Range 50/100 Range 30/60 Range 25/50
3rd - Range 120/240 Range 50/100 Range 30/60 Range 25/50
4th Magic Weapon +1 Range 120/240 Range 50/100 Range 30/60 Range 25/50
5th - Range 120/240 Range 50/100 Range 30/60 Range 25/50
6th Bow Attribute Range 130/260 Range 60/120 Range 40/80 Range 30/60
7th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
8th Magic Weapon +2 Range 130/260 Range 60/120 Range 40/80 Range 30/60
9th - Range 130/260 Range 60/120 Range 40/80 Range 30/60
10th Master Shot Range 130/260 Range 60/120 Range 40/80 Range 30/60
11th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
12th Magic Weapon +3 Range 140/280 Range 70/140 Range 50/100 Range 35/70
13th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
14th Bow Attribute Range 140/280 Range 70/140 Range 50/100 Range 35/70
15th - Range 140/280 Range 70/140 Range 50/100 Range 35/70
16th Magic Weapon +4 Range 150/300 Range 80/160 Range 60/120 Range 40/80
17th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
18th Bow Attribute Range 150/300 Range 80/160 Range 60/120 Range 40/80
19th - Range 150/300 Range 80/160 Range 60/120 Range 40/80
20th Magic Weapon +5 Range 150/300 Range 80/160 Range 60/120 Range 40/80

Choose one of the Heilig Bogen forms, Long Bow, Short Bow, If your Heilig Bogen would leave your hand it disappears.
Crossbow or Web Bow and a bow material, spiritual or
physical. Your Heilig Bogen level is the same level as your Physical Bow
Quincy level. A physical bow gains different traints based on the material
Spiritual Bow it's made of.
A spirutual bow as the following traits.
Type Features
You must expend 1 SP point to conjure your Heilig Bogen.
Your Bow Attributes cost 1 less SP point to use, minimum Wood -
1 SP point. Silver Your Bow ignores piercing resistance
To maintain your Heilig Bogen it requires concentration.
This form of concentration does not prevent you from Darkwood Max SP increased by 4 if you're in a forest
concentrating on other tasks, such as spells. Infernal Iron Deal an additional 1d4 fire damage
If your Heilig Bogen would be destroyed while youre
holding it, or disarmed and you have not lost Mithral Can be wielded with one hand
concentration, as a reaction you can expend 1 SP point to Adamantine Critical Range increased by 1
reform your Heilig Bogen in your hand.

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Long Bow
Your Long Bow deals 1d10 piercing damage.
When you would use your Blut Vene, you gain the same
bonus on damage rolls.
Short Bow
Your Short Bow deals 1d6 piercing damage.
As a bonus action you can spend 1 SP point to make a
ranged weapon attack with your Heilig Bogen.
Crossbow
Your Crossbow deals 1d8 piercing damage.
Your Heilig Bogen deals an additional 1d4 piercing
damage.
Web Bow
Your Web Bow deals 1d6 piercing damage.
Immediately after you take the Attack action on your turn,
you can spend 2 SP points to make two ranged weapon
attacks with your Heilig Bogen as a bonus action.
Bow Attribute
At 2nd level, you learn to unleash special magical effects with
some of your arrows. When you gain this feature, you learn
one Bow Attribute option of your choice (see Bow Attributes
in the Armament Abilities chapter).
Once per turn when you fire an arrow from your Heilig
Bogen as part of the Attack action, you can apply one of your
Bow Attribute options to that arrow. You decide to use the
option when the arrow hits a creature, unless the option
doesn’t involve an attack roll. You must expend the listed
number of SP points listed under the Bow Attribute to use it.
You learn additional Bow Attributes at 6th, 10th, 14th and
18th level.
Magical Weapon
Beginning at 4th level, your Heilig Bogen counts as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You have a +1 bonus to attack and damage rolls made with
this magic weapon, this bonus increases at levels 8th, 12th
and 16th.
Master Shot
Starting at level 10, you learn more advanced effects you can
unleash with your Heilig Bogen.
You may select Master Shots whenever you would gain a
Bow Attribute.

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Fullbring You gain a weapon ability beginning at 1st level and each
other odd level.
Weapon (any), Legendary (requires
Starting from 11th level, you are able to choose Bankai
abilities.
attunement by a Fullbringer)
By forming an affinity for an object, you can alter it's form, Magic Weapon
pullings its soul out. Beginning at 4th level, your Fullbring counts as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You have a +1 bonus to attack and damage rolls made with
Class Name this magic weapon, this bonus increases at levels 8th, 12th
Level Features Damage
and 16th.
1st Weapon ability 1d4
2nd - 1d4
3rd Weapon ability 1d4
4th Magic weapon +1 1d4
5th Weapon ability 1d6
6th - 1d6
7th Weapon ability 1d6
8th Magic weapon +2 1d6
9th Weapon ability 1d8
10th - 1d8
11th Weapon ability 1d8
12th Magic weapon +3 1d8
13th Weapon ability 1d10
14th - 1d10
15th Weapon ability 1d10
16th Magic weapon +4 1d10
17th Weapon ability 1d12
18th - 1d12
19th Weapon ability 1d12
20th - 1d12

You can select weapon abilities from any weapon category.


Your Fullbring level is the same as your character level.
Object Affinity
You have formed a strong bond, or have strong fondness over
an item. Choose a simple mundane object. These objects can
range from a necklace, stopwatch, ring, boots or a bookmark.
Once you have, choose a weapon, if any, from the weapons
listed in the Player's Handbook (or any other resource
approved by your DM) that your Fullbring manifests as when
you manifest it. It takes on the same properties and you are
considered proficient.
Weapon Ability

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Doll Weapon Ability
Legendary (requires attunement by a
You gain a weapon ability beginning at 1st level and each
other odd level.
Quincy) Starting from 11th level, you are able to choose Bankai
A Doll reprents the power within a Bount. abilities.
Shared Senses
You can temporarily transfer your consciousness to your doll.
Class Name As an action, you can share the senses of your doll, hearing,
Level Features Damage
seeing, smelling, tasting and touching everything the doll
does. During this time, you lose access to your senses. You
1st Weapon ability 1d4 can sustain this effect for up to 5 minutes, and you can end it
2nd Shared Senses 1d4
at any time (requires no action).
3rd Weapon ability 1d4 Life Link
4th Life Link 1d4 Whenever the doll takes damage, if you are within 30 feet of
5th Weapon ability 1d6
it, you can instead take that damage.
Additionaly, when you take damage, as a reaction you can
6th - 1d6 have your doll take the damage instead if its within 5 feet of
7th Weapon ability 1d6
you. Once you use this feature in this way, you can't use it
again until you finish a short or long rest. You can expend a
8th Shield Ally 1d6 hit die to gain another use of this ability.
9th Weapon ability 1d8
Shield Ally
10th - 1d8
You can make your doll throw itself in front of an attack
11th Weapon ability 1d8 directed at another creature that you can see. Before the
12th Transposition 1d8
attack roll is made, you can use your reaction to teleport the
doll to an unoccupied space within 5 feet of the targeted
13th Weapon ability 1d10 creature. The attack roll that triggered the reaction is instead
14th - 1d10
made against your doll.
Once you use this feature, you can’t use it again until you
15th Weapon ability 1d10 finish a short or long rest. You can expend a hit die to gain
16th Adaptive Evolution 1d10
another use of this ability.
17th Weapon ability 1d12 Transposition
18th - 1d12 As a bonus action, you can teleport, magically swapping
19th Weapon ability 1d12
places with your doll at a cost of 15 feet of your movement,
regardless of the distance between the two of you.
20th Synthesis 1d12
Adaptive Evolution
When you finish a long rest, you may choose any number of
your Summon weapon abilities and replace them with any
You must choose what form of Doll you have, a Summon or other ability you qualify for.
Weapon. Synthesis
A Summon form Doll has the Summon weapon type and
one other type of your choice. A Weapon form Doll has the As an action you fuse with your doll gaining all of its features
Weapon weapon type and on other type of your choice. and Summon abilities. You can remain synthesized for up to
Your Doll level is the same as your character level. 1 hour, and you can end it at any time (requires no action).
Bount Crest
You must choose a sealed form your Bount takes while no in
use. This can be just about anything from a metal marble,
sealing within bottles caps, a seed you keep on a necklace, a
deck of tarot cards, or a finger claw and bracelet.

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Feats Dual Zanpakutō [Zanjutsu]
Within this book there are new feats, as well feats found Prerequisite: Zanpakutō form cannot be a Nodachi
within other sources updated to better fit the theme of this Your Zanpakutō has manifested as two separate weapons.
setting. It is highly recommended to use the versions in this You gain a second Zanpakutō in the form of a Tanto or
book. All feats are presented here in alphabetical order. Katana, your choice.
For the following feats: Artificer Initiate, Eldritch Adept, Eishōhaki [Kidō]
Magic Initiate, Ritual Caster and Spell Sniper, it is
recommended the spell options be limited to the spell lists Prerequisite: Spellcasting
allowed by a character's classes. By forgoing the spoken incantation you drastically
The following feats have also been categorized: decrease the spell casting time (as described by the table
below), but weaken the spell and making it unstable. If the
Zanjutsu spell requires a saving throw, any targets have advantage on
Crusher, Defensive Duelist, Duel Wielder, Fighting Style, the saving throw, if the spell requires an attack roll, it is done
Great Weapon Master, Mage Slayer, Martial Adept, Piercer, so at disadvantage.
Polearm Master, Savage Attacker, Sentinel, Slasher, Additionally, when you cast the spell you must make a
concentration check, DC 10 + the spell level. If you fail the
Hakuda spell fails and detonates in a 20-foot radius sphere centered
Charger, Crusher, Grappler, Martial Adept, Ritual Caster, on you dealing 1d6 force damage per level of the spell.
Sentinel, Tavern Brawler,
Casting Time New Casting Time
Hohō 1 hour 10 minutes
Mobile, Second Chance, Skulker,
10 minutes 5 minutes
Kidō 1 minute 1 action
Artificer Initiate, Eldritch Adept, Elemental Adept, Magic
Initiate, Metamagic Adept, Spell Sniper, War Caster, 1 action Bonus action

Additional Armament [Zanjutsu] Hitotsume: Nadegiri [Zanjutsu]


You gain an armament ability you qualify for. You cannot Prerequisite: Strength 15, Dexterity 15 and level 10
choose the following feats: Increased Talent As an action you make a swift precision cut with extreme
You may choose this feat multiple times. force and speed. You make a single melee weapon attack
Agitowari [Zanjutsu] against a creature within range. If this attack is successful
you deal an additional 50 damage ignoring any resistances.
Prerequisite: Strength 14 and level 6 Once you use this feat, you can't do so again until you finish a
As an action you unleash a powerful downward vertical long rest.
melee weapon attack on a single creature within range. If this
attack is made against a creature that is one size category or Oni Dekopin [Hakuda]
more larger than you, you make the attack roll with Prerequisite: Strength 15 and Dexterity 15
advantage. If this attack is successful you double your As a bonus action you pull a finger back against your
weapon damage dice. Once you use this feat, you can't do so thumb and generate reiatsu. The next time you would shove a
again until you finish a long rest. creature, you can do so at a range of 10 feet and you may use
Alternate Demon Path [Kidō] a Dexterity (Acrobatics) check instead. If a creature is
successfully shoved and you push them away from you, the
Prerequisite: Shinigami range is increased by 5 feet per proficiency bonus.
You may choose Wisdom or Intelligence to be your
spellcasting modifier instead of Charisma, this choice is Ikkotsu [Hakuda]
permanent. Whenever anything refers to your spellcasting Prerequisite: Strength 18 and level 10
score or modifier, it uses the new chosen ability. As an action you make a single melee unarmed strike
Dual Type [Zanjutsu] against a creature within range. If successful you deal 1d6
constitution damage and the creature must make a Strength
Prerequisite: Shinigami saving throw, if they fail you push them back up to 10 feet per
You gain an additional Zanpakutō type. Whenever you gain your proficiency bonus. Once you use this feat, you can't do
two armament abilities in your first type, you gain an so again until you finish a long rest.
additional armament ability you're able to choose for your
second type.

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Kazaguruma [Hakuda] Ryōdan [Zanjutsu]
Prerequisite: Strength 14 or Dexterity 14 You've learned kendo, granting the following benefits:
As an action you make a devastating kick that sends your Increase your Strength or Dexterity by 1, to a maximum of
target flying away. You make a single melee unarmed strike
against a creature within range. If this attack is successful the 20.
creature makes a Strength saving throw, if they fail you push Melee non-versatile slashing weapons you are proficient
them back up to 10 feet per your proficiency bonus. If the have the versatile property when you wield them. The
creature is pushed back into a barrier or other solid object, damage dice is increased by one step when wielding them
they take 1d6 damage per your proficiency bonus. This with both hands.
damage is reduced by 1d6 damage for each 10 feet the As an action you make a single melee weapon attack
creature has traveled. against a creature within range. You have advantage on
this attack.
Kōjutsu Eishō [Kidō] Senmaioroshi [Zanjutsu]
Prerequisite: Spellcasting and level 7 Prerequisite: Dexterity 15
As a bonus action you power up the next spell you cast by When you take the attack action using a finesse slashing
reciting the incantation of the spell after you cast it. The next weapon you are proficient with, as a bonus action you can
spell you cast is empowered in one of the following ways, spend 4 SP and make two melee weapon attack rolls with the
your choice: same weapon.
If the spell requires an attack roll, its rolled with
advantage. Shunkō [Hakuda]
If the spell requires a saving throw, the DC is increased by Prerequisite: Level 7, Dexterity 16, one other Hakuda feat
2. Choose a damage type: Cold, Fire, Lightning, or Slashing.
If the spell deals damage, you reroll any 1's rolled on the As an action you expend a spell slot and gain the following
damage dice. You must keep the second result. benefits for the duration, based on the spell slot you
Mute Zanpakutō [Zanjutsu] expended:
Prerequisite: Shinigami and Level 1 When you make an unarmed strike, you gain a bonus on
To you a Zanpakutō is nothing more but a tool. You form no the attack roll equal to the spell slot level expended.
connection with you Zanpakutō. You are not able to gain any Your unarmed strikes deal additional 1d4 damage per
Shikai abilities, you cannot learn Bankai. You gain the spell slot level expended. The damage type is the type
following benefits: chosen when you selected this feat.
The duration of this ability is 2 rounds per the spell slot
The Magic Weapon bonus is doubled. expended, which requires concentration. If you would
The base damage dice is increased by one step. expend a spell slot of 5th level or higher, this ability
When you take the Attack action, if you used your doesn't require concentration.
Zanpakutō for all of your attacks, you can make an
additional attack as part of the same action. Sōkotsu [Hakuda]
Nijū Eishō [Kidō] Prerequisite: Ikkotsu, level 15, Strength 20
You make a powerful, two-fisted punch. As an action, you
Prerequisite: Spellcasting make a single melee unarmed strike against a creature within
As an action choose two spells you can cast that are no range. If successful, the target must make a Constitution
higher than 4th level. Both spells must have a casting time of saving throw, on a success they take an additional 100
1 action. You expend a number of SP to cast both spells. Both bludgeoning damage. On a failure the target takes 20
spells take effect in the order you choose, as if you had cast constitution damage.
them one after the other. If either spell requires a material
component, or special cost, these must be used or paid as Taketonbo [Hakuda]
part of the casting. Prerequisite: Strength 13 or Dexterity 13 higher
Once you've used this feat, you cant do so again until you You gain the following benefits:
finish a long rest.
When a creature attempts to grapple you and they fail
Raiōken [Hakuda] their grapple check, as a reaction you can grapple them.
Prerequisite: Strength 14 or Dexterity 14 When escaping a grapple you have advantage on the
You perform a series of ultra-high-speed punches with both check.
arms. As an action you make four unarmed strikes. You can't When you escape a grapple, as a bonus action you can
use this feat again until you finish a long rest or expend 2 hit attempt to shove a creature to knock them prone.
dice or 2 ki points.

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Way of Onmitsu, 1st of the Shihō:
Shunpo Dodge [Hohō]
Prerequisite: Shunpo and Dexterity 15
When you would fail a Dexterity saving throw, as a
Reaction you can expend 20 Shunpo and reroll the die. You
must use the new roll.
Way of Onmitsu, 2nd of the Shihō:
Speed Clone [Hohō]
Prerequisite: Shunpo Dodge and Dexterity 16
As an action you can expend any amount of Shunpo in
increments of 10. Each time you do, you create a clone of
yourself that is indistinguishable from you in an unoccupied
square within 40 feet of you. These clones do not do damage,
but they mimic you and your movements. They have an AC
equal to yours and 1 Hit point. These clones last for a
number of rounds equal to your proficiency bonus.
Way of Onmitsu, 3rd of the Shihō:
Utsusemi [Hohō]
Prerequisite: Speed Clone and Dexterity 17
Whenever an attack roll is made against you, you can
expend 20 Shunpo to use Shunpo as a Reaction, potentially
dodging and negating the attack.
Way of Onmitsu, 4th of the Shihō:
Senka [Hohō]
Prerequisite: Utsusemi, Dexterity 20 and level 16
As an action you Shunpo behind a target within 40 feet
attempting to sever their Saketsu and Hakusui in two quick
attacks. As part of the same action, you make two melee
weapon attacks. If only one attack succeeds you deal 1d10
Constitution damage. If both attacks succeed, and the targets
Hit Die or level is half or lower than your own, they take the
same damage and lose access to any class levels and cannot
gain new class levels indefinitely.

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Chapter 5: Armament Abilities

E
ach Armament (Zanpakutō, Heilge Bogen, Even if you have selected the same ability multiple times, it
Fullbring, or Doll) has an armament type, is only counted once for the saving throw calculation and for
usually listed on the items description. the number of abilities needed to meet the requirements of
Each armament ability has an associated other weapon abilities.
Spell Point cost to activate. For classes that
don't utilize spell points can instead expend Components
a number of spell slots that would total the Just like spells, weapon abilities require components. Most
amount of spell points needed to activate the ability. abilities require a new component marked with a "W". This
For example, if an ability would require 4 spell points, notates that to use the weapon ability you must have your
either 4 spell points can be expended to activate, or one 4th armament active, unless otherwise stated.
level spell slot, or two 2nd level spell slots, or one 1st level
spell slot and one 3rd level spell slot. Spell Point Cost
Bankai abilities however, can only be used once per day,
unless an ability says otherwise. Additionally, Armament abilities have an SP point cost
Weapon abilities are considered magical unless otherwise needed to activate. Abilities with a duration longer than 1
stated. round require you to pay half their SP cost rounded down
(minimum 1) at the beginning of your turn to keep the ability
Weapon Ability Types active. This requires no action and if you choose not to pay
the upkeep cost or cannot, the ability and it's effects end,
The following weapon ability types are as follows: unless otherwise stated.
Acid, Barrier, Blood, Dark, Earth, Fire, Generic, Healing,
Ice, Illusion, Kido, Light, Lightning, Oppression, Poison,
Projectile, Sound, Summon, Water, Weapon and Wind.
There are a few armament ability types that not all
characters have access too. Bow Attributes are only available
to Quincy, Hollow abilities can only be selected by Hollow.
The Generic weapon ability type can be selected by anyone
and you don't need to have it selected as one of your weapon
ability types to pick abilities from this category.
Abilities beyond
The listed abilities in this book are by no means the only
abilities a character can learn. If you desire an ability that is
not listed within the book, feel free to speak with your DM on
how to incorporate it.
The best section to gain guidance for this would be the
Creating a Spell section in Chapter 9 of the Dungeon
Master's Guide.
Using Weapon Abilities
Weapon abilities function as spells, therefore the rules for
casting spells apply to weapon abilities. However, they are not
affected by Counterspell, unless otherwise stated.
Saving Throws
The saving throws for a weapon ability slightly differ from the
normal saving throw calculation spells use.
The DC to resist one of your weapon abilities equals 8 +
your proficiency bonus + the number of abilities you have that
are the same type of the weapon ability requiring a saving
throw + any special modifiers.
For example, Rukia is using her Cone of Ice weapon ability,
her other ice abilities are Cold Form, Ice Weapon, and
Freezing weapon, therefore the DC would be 8 + 4 (for her
proficiency bonus) + 4 (she has a total of 4 ice abilities) total
to a DC 16.

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Acid
Acid Form Acid covers the ground in a 10-foot radius centered on a point
SP Cost: 1 within range and turns it into difficult terrain for the duration.
Casting Time: 1 action When the acid appears, each creature standing it it's area
Range: Self must succeed on a Dexterity saving throw or take 1d4 acid
Components: V, S, W damage. A creature that enters the are or ends it's turn there
Duration: Until sealed takes 1d4 acid damage. Each time you reselect this ability,
the damage is increases by 1d4, to a maximum of 5d4.
Your weapon becomes pure acid. While this ability is active, You may reselect this ability multiple times, each time
your weapons damage type is changed to acid damage. choosing one of the following options:
If your weapon is a Summon, you may have this ability
apply to it's natural weapons as well. You may dismiss this Increase the range by 10 feet, radius by 10 feet and
ability as as a bonus action. duration by one minute.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: A creature that fails it's Dexterity saving throw from your
acid also falls prone.
You may activate this ability as a bonus action and dismiss
it at will. Acid Shield
This ability no longer requires V or S components. Requirements: Two acid abilities
Acidic Weapon
SP Cost: 1
Casting Time: 1 action
SP Cost: 2 Range: Self
Casting Time: 1 action Components: V, S, W
Range: Self Duration: Concentration, until sealed
Components: V, S, W
Duration: Concentration, until sealed Your body secretes a protective layer of acid for the duration.
The acid does not harm you. Until the ability ends, you gain
Your weapon glistens with acid, dealing an additional 1d4 the following benefits:
acid damage. You may dismiss this ability as a bonus action.
You may reselect this ability multiple times, each time You have resistance to acid and poison damage.
choosing one of the following options: You reduce any non-acid and non-poison damage you take
by 2. This damage reduction increases by 2 each time you
You may activate this ability as a bonus action and dismiss reselect this ability.
it at will. A creature that touches you or hits you with a melee
This ability no longer requires V or S components. attack, takes 1d4 acid damage. Every time you reselect
Increase the damage dice by one step, to a maximum of a this ability, the damage die size increased by one step to a
1d12. maximum of a 1d10.
Caustic Weapon You may reselect this ability multiple times, each time
Requirements: One acid ability choosing one of the following options:
When you score a critical hit, the target takes an additional This ability no longer requires V or S components.
1d4 acid damage, and has residual acid on them, taking 1d4 This ability no longer requires Concentration.
acid damage at the start of each of it's turns. You are now immune to acid damage.
On each of it's turns, the target can use an action to make a
Dexterity saving throw. On a success, the target removes the Orb of Acid
residual acid, ending this effect. Requirements: Three acid abilities
You may reselect this ability multiple times, each time SP Cost: 2
choosing one of the following options: Casting Time: 1 action
Range: 80 feet
Increase the save DC by 1. Components: V, S, W
Increase the damage dice size by one step, to a maximum Duration: Instantaneous
of a 1d10.
You hurl a 4-inch-diameter sphere of acid at a creature that
Create Acid you can see within range. Make a ranged attack against the
Requirements: One acid ability target. On a hit, the target takes 3d8 acid damage.
SP Cost: 1 Additionally, on the impact the orb explodes spraying acid
Casting Time: 1 action in a 15-foot radius, any creature within the radius,
Range: 30 feet
Components: V, S, W
Duration: 1 minute

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excluding the initial target, makes a Dexterity saving throw, Components: V, S, W
on a failure taking 3d8 acid damage. Duration: Concentration
You may reselect this ability multiple times, each time You choose an area within range and unlesh a deadly
choosing one of the following options: corrosive acid in a 40-foot cube. Each creature in the area
This ability no longer requires V or S components. takes 7d8 acid damage on a failed save and half as much on a
Increase the range and splash radius by 5 feet. successful one.
Increase the damage die size to a d10. You must have Additionally, any creatures that failed their saving throw
select this ability three times before you can choose this continue to take 7d8 acid damage at the beginning of their
option. turns as long as you maintain concentration. if these
creatures were wielding any non-stone, non-magical
Acid Rain weapons, their weapons take a permanent and cumulative -1
Requirements: Four acid abilities penalty to damage rolls each time they take damage from this
SP Cost: 2 ability. If it's penalty drops to -5, the weapon is destroyed. If
Casting Time: 1 action they are wielding any non-stone, non-magical armor or
Range: 60 feet shields, it takes a permanent and cumulative -1 penalty to the
Components: V, S, W AC it offers. Armor os shields reduced to an AC of 10 or a
Duration: Concentration, until sealed shield that drops to a +0 bonus is destroyed. If any of the
affects weapons, armor or shields are magical, they are
You create a 20-foot-radius, 40-foot-high cylinder centered on allowed a saving throw each time they take damage, on a
a point within range where acid begins to rain down. Each success not receiving a penalty.
creature in the cylinder must make a Dexterity saving throw. Magical objects and fauna within the area that are not
A creature takes 4d6 acid damage on a failed save, or half as attended are allowed a saving throw. on a failed saving throw
much damage on a successful one. Each time you reselect they suffer the same effects as a creature that failed the
this ability, the damage is increased by 1d6. saving throw. Mundane fauna and non-stone objects decay
You may reselect this ability multiple times, each time and corrodes away.
choosing one of the following options: You may reselect this ability a second time, if you do the
Increase the radius and height of the cylinder by 10 feet. range is doubled, the cube size is doubled, and the damage
This ability no longer requires V or S components. die size is increased to a d10.
This ability no longer requires Concentration. Corrosive Form
Acid Spit Requirements: Corrosive Attack, Six acid abilities (Bankai)
Requirements: Five acid abilities SP Cost: 4
SP Cost: 2 Casting Time: Bonus action
Casting Time: 1 action Range: Self
Range: Self (70-foot line) Components: V, S, W
Components: V, S, W Duration: Concentration
Duration: Duration While in Bankai, you may have your Acid abilities and spells
You spew a line of acid thats 70 feet long and 5 feet wide out that deal acid damage, replicate the effects of Corrosive
from you in a direction you choose. Each creature in the line Attack.
must make a Dexterity saving throw. A creature takes 8d6 Superacid
acid damage on a failed save, or half as much damage on a Requirements: Six acid abilities (Bankai)
successful one.
You may reselect this ability multiple times, each time Casting Time: Casting Time
choosing one of the following options: Range: Range
Components: V, S, W
Increase the length by 5 feet. Duration: Duration
For each subject that failed the saving throw, acid Your Acid abilities are increased in power.
splashes off of them in a 10-foot radius, any creatures Your armament abilities or Kido that deal acid damage
within the radius must make a Dexterity saving, excluding ignore resistances. If a creature would be immune to acid
creatures in the line. Creatures that failed the saving damage, it instead takes half damage.
throw take the same damage, or half as much on a
successful one.
The damage die size is increased to a d8. You must have
selected this ability three times before you can choose this
option.
Corrosive Attack
Requirements: Five acid abilities (Final Shikai)
SP Cost: 3
Casting Time: 1 round
Range: 100 feet

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Barrier
Armor Increase the bonus to AC by an additional 1, to a
SP Cost: 1 maximum of +4.
Casting Time: 1 action This ability no longer requires concentration.
Range: Self Greater Saving Throw
Components: V, S, W Requirements: Two barrier abilities
Duration: Until sealed
SP Cost: 2
When released, your weapon transforms into a suit of armor Casting Time: Reaction
around you. This armor takes the form of any light armor Range: Self
from the Player's Handbook (or any other source approved by Components: V, S, W
your DM). You are considered proficient with this armor. Duration: Instantaneous
You may reselect this ability multiple times, each time
choosing one of the following options: When you would make a saving throw, as a reaction you gain
a +1 bonus on that saving throw.
This ability no longer requires V or S components. You may reselect this ability multiple times, each time
You retain your weapon when you use this ability. choosing one of the following options:
You may select medium armor with this ability. If you
select this option a second time you may select heavy This ability no longer requires V or S components.
armor. Increase the bonus this ability provides by 1, to a
maximum of +5.
Shield
SP Cost: 1 Iron Body
Casting Time: Bonus action Requirements: Three barrier abilities
Range: Self You have a Damage Threshold of 3.
Components: V, S, W You may reselect this ability multiple times, each time
Duration: Until sealed increasing the damage threshold by 1.
You manifest a shield in your off hand.
You may reselect this ability a second time, if you do your Thornmail
off hand is considered open while holding a shield. Requirements: Four barrier abilities
Shield Bash Whenever you are dealt damage by a melee attack, the
Requirements: Shield attacker takes 1d4 damage. This ability can work in
conjunction with abilities such as "Fire Form".
SP Cost: 1 You may reselect this ability multiple times, each time
Casting Time: Bonus action increasing the damage by an additional 1d4 to a maximum
Range: 5 feet 5d4.
Components: V, S, W
Duration: Instantaneous Spell Resistance
While you are wielding a shield, you can make a melee Requirements: Five barrier abilities
weapon attack against one creature within 5 feet of you. On a
successful hit the creatures takes 1d4 bludgeoning damage. You have advantage on saving throws against spells while an
You may reselect this ability multiple times, each time Armor ability is active.
increasing the damage by one size, to a maximum of 1d12. Quick Defense
Defensive Surge Requirements: Six barrier abilities
Requirements: One barrier ability You gain an additional reaction each turn, additional
SP Cost: 2 reactions from this ability can only be used on barrier
Casting Time: Reaction abilities.
Range: Self You may reselect this ability multiple times, each time
Components: V, S, W gaining an additional reaction.
Duration: Concentration, up to 1 round
When you are hit by an attack you create a barrier. Until the
start of your next turn, you have a +2 bonus to AC, including
against the triggering attack.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.

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Protector
Requirements: Seven barrier abilities
SP Cost: 1
Casting Time: Reaction
Range: 30 feet
Components: V, S, W
Duration: Instantaneous
As a reaction, you can use an Armor ability you possess with
a reaction casting time, to affect an ally within range instead
of yourself.
You may reselect this ability multiple times, each time
increasing the range by 10 feet.
Greater Spell Resistance
Requirements: Eight barrier abilities, Bankai
While in Bankai, you have resistance against spell damage.

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Blood
Blade of Blood Range: Self
SP Cost: 1 Components: V, S, W
Casting Time: 1 action Duration: Instantaneous
Range: Self When an attack roll is made against you, as a reaction you
Components: V, S, W create a shield of your own blood. You lose 1d4 hit points and
Duration: Concentration, until sealed gain the same amount as a bonus to your armor class against
You empower your weapon with your blood. When you that attack. Each time you reselect this ability the dice size is
activate this ability, you lose 1d3 hit points and your weapon increased by one step to a maximum of a 1d12.
deals an additional 1d6 damage. You may dismiss this ability You may reselect this ability multiple times, each time
as a bonus action. Each time you reselect this ability the dice choosing one of the following options:
size of the hit points you lose increases by one step to a This ability no longer requires V or S components. You
maximum of 1d10 and the additional damage dice size this may select this option a second time, no longer requiring
ability does increases by one step to a maximum of 1d12. the W component.
You may reselect this ability multiple times, each time The duration of this ability is changed to "Concentration,
choosing one of the following options: until your next turn."
You may activate this ability as a bonus action and dismiss Bloodcraft
it at will. Requirements: One Blood ability
This ability no longer requires concentration and V or S
components. SP Cost: 1
Reduce the dice size of the hit points you lose from this Casting Time: 1 action
ability by one step, minimum of 1d3. Range: Touch
Components: V, S, M, W
Bleeding Strike Duration: Instantaneous
SP Cost: 2 You can affect or extract information from blood in various
Casting Time: Bonus action methods. The blood must be unattended, such as puddles of
Range: Self blood within a 5-foot cube or a vial blood. You may also touch
Components: V, S, W a willing creature and they lose 1d4 hit points.
Duration: 1 round
The next time you hit a creature with a weapon attack before You know the type of creature who shed the blood.
this ability ends, the weapon opens a grievous wound on the Additionally, for the next 24 hours you can change the
target. At the start of each of its turns until the ability ends, blood and when the creature or blood is identified, it
the target must make a Constitution saving throw. On a failed registers as another creature type of your choice.
save, it takes 1d4 damage. On a successful save, the ability You know if the blood carries any diseases or poisons.
ends. If the target or a creature within 5 feet of it uses an Additionally, you know the type of disease or poison if
action to patch the wound, or if some other effect heals the you've encountered it before.
wound, the ability ends. Each time you reselect this ability, You know how old the blood is or the age of the creature.
the damage dice size increases by one step to a maximum of You turn a puddle of blood into a trap. For the next 8
1d12. hours, when a creature enters the same space as the
You may reselect this ability multiple times, each time blood they take 1d6 piercing damage.
choosing one of the following options: You fortify a creatures blood. For the next hour the target
has advantage on Constitution saving throws against
This ability no longer requires V or S components. poisons and diseases.
Increase the duration by 1 round. Vampiric Strike
Increase the save DC by 1; you may select this option a Requirements: One Blood ability
total of 5 times.
SP Cost: 2
Wounding Blade Casting Time: Bonus action
Requirements: Blade of Blood (3) Range: Self
Components: V, S, W
When you score a critical hit on a creature with your Duration: Concentration, up to 1 round
armament, the target is dealt 2 points of Constitution
damage. For the duration when you make a successful melee weapon
attack with your armament against a creature, you reap the
Blood Shield life energy from them. You regain hit points equal to the base
Requirements: One Blood ability damage dealt by your armament.
SP Cost: 1
Casting Time: Reaction

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You may reselect this ability multiple times, each time Requirements: Three Blood abilities
choosing one of the following options: SP Cost: 2
This ability no longer requires V or S components. Casting Time: 1 action
This ability no longer requires Concentration. Range: Self
Increase the duration by 1 round. Components: V, S, W
Duration: instantaneous
Drain Reiatsu You create an explosion of blood from you. Each creature
Requirements: Vampiric Strike and one other Blood ability within 30 feet of you must succeed on a Dexterity saving
SP Cost: 2 throw or take 6d6 bludgeoning, piercing or slashing damage
Casting Time: 1 action (your choice when you activate this ability). A creature that
Range: Self succeeds on its saving throw takes half as much damage.
Components: V, S, W You may reselect this ability multiple times, each time
Duration: Instantaneous choosing one of the following options:
You make a melee weapon attack with your armament This ability no longer requires V or S components.
against a creature. On a success you rend the targets reiatsu. Increase the area by 10 feet.
The target loses 1d6 spell points. Increase the save DC by 2.
This ability has no affect on creatures that can't cast spells. If a creature critically fails on their saving throw, they take
You may reselect this ability multiple times, each time 1 point of Constitution damage. You must have selected
choosing one of the following options: this ability three times before you can select this option.
Increase the damage by one step, maximum 1d12.
You regain Spell Points equal to the SP they lost.
Blood Shot
Requirements: Two Blood abilities
SP Cost: 2
Casting Time: 1 action
Range: 60 feet
Components: V, S, W
Duration: Instantaneous
Your fire a projectile of blood toward a creature within range.
Make a ranged attack against the target. On a hit, the target
takes 3d6 piercing, bludgeoning or slashing damage (your
choice when you activate this ability). Each time you reselect
this ability, you gain an additional projectile to a maximum of
four. You can direct the additional projectiles at the same
target or a different one, you must make a separate attack roll
for any additional projectiles.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V components.
The range of this ability is increased by 10 feet.
Increase the damage dice size to a d8. You must have
selected this ability four times before you can select this
option.
Blood Magic
Requirements: Three blood abilities
You use your own life force to fuel your Kidō. If you would
enhance your Kidō with metamagic, instead of expending a
Sorcery Point, you instead lose 1d8 hit points for each
Sorcery Point that would be spent.
When casting Kidō, instead of using spell slots, you roll
your hit die equal to the spell level and lose that many hit
points instead.
You can only use this ability a number of times equal to
your proficiency bonus per long rest.
Blood Burst

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Bow Attributes
Bursting Arrow Seeking Arrow
SP Cost: 2 SP Cost: 1
You imbue your arrow with force energy drawn from the Using divination magic, you grant your arrow the ability to
school of evocation. The energy detonates after your attack. seek out a target. When you use this option, you don't make
Immediately after the arrow hits the creature, the target and an attack for for the attack. Instead, choose one creature you
all other creatures within 10 feet of it take 2d6 force damage. have seen in the past minute. The arrow flies toward that
The force damage increases to 4d6 when you reach 18th creature, moving around corners if necessary and ignoring
level. three-quarters cover and half cover. If the target is within the
weapon's range and there is a path large enough for the
Curving Arrow arrow to travel to the target, the target must make a Dexterity
SP Cost: 1 saving throw. Otherwise, the arrow disappears after travelling
as far as it can. On a failed save, the target takes damage as if
You learn how to direct an errant arrow toward a new target. it were hit by the arrow, plus an extra 1d6 force damage, and
When you make an attack and miss, you can use a bonus you learn the target's current location. On a successful save,
action to reroll the attack roll against a different target within the target takes half as much damage, and you don't learn it's
60 feet of the original target. location.
At 18th level you have advantage on the attack roll. The force damage increases to 2d6 when you reach 18th
level.
Piercing Arrow
SP Cost: 2 Tripping Arrow
SP Cost: 2
You use transmutation magic to give your arrow an ethereal
quality. When you use this option, you don't make an attack When you hit a creature with a ranged attack, instead of
roll for the attack. Instead, the arrow shoots forward in a line, dealing damage you attempt to knock the target down. If the
which is 1 foot wide and 30 feet long, before disappearing. target is large or smaller, it must make a Strength saving
The arrow passes harmlessly through abjects, ignoring cover. throw. On a failed save, you knock the target prone.
Each creature in that line must make a Dexterity saving At 18th level Tripping Arrow affects targets that are a
throw. On a failed save, a creature takes damage as if it were greater size category than large. If the target is a size
hit by the arrow, plus an extra 1d6 piercing damage. On a category greater than large, they have advantage on the
successful save, a target takes half as much damage. saving throw.
Piercing Arrow deals an additional 2d6 damage reach 18th
level in this class. Anticipating Shot
SP Cost: 3
Pinning Arrow Requirement: Master Shot
SP Cost: 2
Whenever a hostile creature uses Shunpo or a similar ability,
When you hit a creature with a ranged attack, instead of at the end of the ability if they are within your normal bow
dealing damage, you attempt to reduce the targets speed. If range, as a reaction you can make a single ranged weapon
the target is large or smaller, it must make a Strength saving attack against that creature.
throw. On a failed save, you reduce the targets movement by You may use Reishi Manipulation with this attack when you
half until the end of your next turn. reach 18th level.
At 18th level Pinning Arrow affects targets that are a
greater size category than large. If the target is a size Banishing Arrow
category greater than large, they have advantage on the SP Cost: 3
saving throw. Requirement: Master Shot
Pushing Arrow You use abjuration magic to try to temporarily banish your
SP Cost: 2 target to a harmless location in the Valley of Screams. The
creature hit must also succeed on a Charisma saving throw
When you hit a creature with a ranged attack, instead of or be banished. While banished in this way, the target's speed
dealing damage, you attempt to drive the target back. If the is 0, and it is incapacitated. At the end of its next turn, the
target is large or smaller, it must make a Strength saving target reappears in the space it vacated or in the nearest
throw. On a failed save, you push the target up to 15 feet away unoccupied space if that space is occupied.
from you. The target also takes 2d6 force damage when you reach
At 18th level Pushing Arrow affects targets that are a 18th level.
greater size category than large. If the target is a size
category greater than large, they have advantage on the
saving throw.

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Deflecting Arrow Shadow Arrow
SP Cost: 3 SP Cost: 3
Requirement: Master Shot Requirement: Master Shot
You can use your reaction to deflect a melee weapon attack or You weave illusion magic into your arrow, causing it to
a missile from a ranged weapon attack when you are hit. occlude your foe's vision with shadows. The creature hit
When you do so, the damage you take from the attack is takes an extra 2d6 psychic damage, and it must succeed on a
reduced by your Bow Damage + your Dexterity modifier + Wisdom saving throw or be unable to see anything farther
your Quincy level. than 5 feet away until the start of your next turn.
The psychic damage increased to 4d6 when you reach 18th
Disrupting Arrow level.
SP Cost: 3
Requirement: Master Shot Soul Arrow
SP Cost: 4
An undead creature hit takes an extra 1d6 radiant damage. Requirement: Master Shot
The target must make a Wisdom saving throw. If the creature
fails it's daving throw, it is turned for 1minute or until it takes When you hit a creature, instead of dealing damage, the
damage. target temporarily lose it's magic prowess. If the target has
A turned creature must spend its turns trying to move as any spell slots, they lose 1d3 spell slots of their choice, as it
far away from you as it can, and it can't willingly move to a they were expended. If the target is a Quincy, they lose 1d4
space within 30 feet of you. It also can't take reactions. For its SP as if they were expended. If the target is a Shinigami or
action, it can use only the Dash action or try to escape from Warlock, they lose 1d3 spell slots as if they were expended.
an effect that prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action. Stepping Shot
At 18th level, when an undead fails its saving throw, the SP Cost: 3
creature is instantly destroyed if its challenge rating is below Requirement: Master Shot
your proficiency bonus.
When you hit a creature, you can immediately use
Enfeebling Arrow Hirenkyaku.
SP Cost: 3 Vollow of Arrows
Requirement: Master Shot SP Cost: 3
You weave necromantic magic into your arrow. The creature Requirement: Master Shot
hit takes an extra 2d6 necrotic damage. The target must also
succeed on a Constitution saving throw, or the damage dealt You can use your action to make a ranged weapon attack
by it's weapon attacks is halved until the start of your next against any number of creatures within 10 feet of a point you
turn. can see within your bows normal range. You make a separate
The necrotic damage increases to 4d6 when you reach attack roll for each target.
18th level. At 18th level, the range is increased from 10 feet to your
hows normal range, rounded down.
Grasping Arrow
SP Cost: 3 Wounding Arrow
SP Cost: 3
Requirement: Master Shot
Requirement: Master Shot
When this arrow strikes its target, conjuration magic creates
grasping ethereal bindings, which wrap around the target. When you hit a creature, you can wound the target. At the
The creature hit takes an extra 2d6 forge damage, its speed is start of each of the wounded creatures turns, it takes 1d4
reduced by 10 feet, and it takes 2d6 bludgeoning damage the necrotic damage for each time you've wounded it, and it can
first time on each turn it moves 1 foot or more without then make a DC 15 Constitution saving throw, ending the
teleporting. The target or any creature that can reach it can effect of all such wounds on its on a success. Alternatively,
use its action to remove the bindings with a successful the wounded creature, or a creature within 5 feet of it, can
Strength (Athletics) check against your save DC. Otherwise, use an action to make a DC 15 Wisdom (Medicine) check,
the bindings last for 1 minute or until this ability is used ending the effect of such wounds on it on a success.
again.
The force damage and bludgeoning damage both increase
to 4d6 when you reach 18th level.

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Dark
Necrotic Form Your body emanates with deadly darkness for the ability's
SP Cost: 1 duration. The darkness doesn't harm you. Until the ability
Casting Time: 1 action ends, you gain the following benefits:
Range: Self You have resistance to Necrotic and Radiant damage.
Components: V, S, W You shed magical darkness around you in a 10-foot-radius
Duration: Until sealed sphere. Each time you reselect this ability, the sphere is
Your weapon becomes pure dark energy. While this ability is increased by 10 feet.
active, your weapons damage type is changed to necrotic Any creature that moves inside the sphere for the first
damage. time on a turn or ends its turn there, takes 1d4 necrotic
If your weapon is a Summon, you may have this ability damage. Each time you reselect this ability, the damage
apply to it's natural weapons as well. You may dismiss this dice size is increased by one step to a maximum of 1d10.
ability as as a bonus action. You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time choosing one of the following options:
choosing one of the following options:
This ability no longer requires V or S components.
You may activate this ability as a bonus action and dismiss While this ability is active you are instead immune to
it at will. necrotic damage.
This ability no longer requires V or S components.
Darkness
Dark Weapon Requirements: One Dark ability
SP Cost: 2 SP Cost: 1
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Concentration, up to 1 minute
Darkness spreads across your weapon, dealing an additional Magical darkness spreads from a point you choose within
1d4 necrotic damage. You may dismiss this ability as a bonus range to fill a 15-foot radius sphere for the duration.
action. The darkness spreads around corners. Nonmagical light
You may reselect this ability multiple times, each time can't illuminate the area. if the point you choose is on an
choosing one of the following options: object you are holding or one that isn't being worn or carried,
You may activate this ability as a bonus action and dismiss the darkness emanates from the object and moves with it.
it at will. Completely covering the source of the darkness with a
This ability no longer requires V or S components. opaque object, such as a bowl or a helm, blocks the darkness.
Increase the damage dice size by one step, to a maximum If any of this ability's area overlaps with an area of light
of a 1d12. created by Kido of 2nd level or lower, the spell that created
the light is dispelled. Each time you reselect this ability, the
Umbral Weapon level of kido this ability dispels increases by one.
Requirements: One Dark ability If any of this ability's area overlaps with an area of light
created by a armament, you make a Reiatsu check, if
When you score a critical hit, the target takes an additional successful, the light is dispelled. Each time you reselect this
1d4 Nectrotic damage, and is blinded. On each of its turns, ability, you gain a +1 bonus on this Reiatus check.
the target can use an action to make a Charisma saving You may reselect this ability multiple times, each time
throw. On a success, this effect ends. choosing one of the following options:
You may reselect this ability multiple times, each time
choosing one of the following options: Increase the range and radius of this ability by 10 feet.
Increase the duration by 1 minute.
Increase the save DC by 1. This ability no longer requires V or S components.
Increase the damage die size by one step, to a maximum This ability no longer requires concentration.
of 1d10.
Aura of Dark
Requirements: Two Dark abilities
SP Cost: 1
Casting Time: 1 action
Range: Self
Components: V, S, W
Duration: Concentration, until sealed

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Darkvision When the wall appears, each creature in its area must
Requirements: Darkness make a Constitution saving throw. On a failed save, a creature
takes 4d6 necrotic damage, and it is blinded for 1 minute. On
SP Cost: 1 a successful save, it takes half as much damage and isn't
Casting Time: 1 action blinded. A blinded creature can make a Constitution saving
Range: Touch throw at the end of each of its turns, ending the effect on
Components: V, S itself on a success.
Duration: 1 minute A creature that ends its turn in the walls area takes 4d6
You touch a willing creature giving it's eyes an umbral glow. necrotic damage. Until the spell ends, you can use an action
For the duration, that creature has darkvision out to a range to launch a beam of darkness from the wall at one creature
of 60 feet. Each time you reselect this ability, the range is you can see within 40 feet of it. Make a ranged attack. On a
increased by 10 feet. hit, the target takes 4d6 necrotic damage. Whether you hit or
You may reselect this ability multiple times, each time miss, reduce the length of the wall by 10 feet. If the walls
choosing one of the following options: length drops to 0 feet, the ability ends.
Each time you reelect this ability, increase the damage by
Increase the duration of this ability by 1 minute. 1d6.
This ability no longer requires V components. You may reselect this ability multiple times, each time
Affected creatures may see into magical darkness, and choosing one of the following options:
while this ability is active, the affected creatures are
immune to being Blinded. Increase the range, height, and length of this ability by 10
feet.
Umbral Blast This ability no longer requires V or S components.
Requirements: Two Dark abilities This ability no longer requires concentration.
SP Cost: 2 The blind duration is increased by 1 minute.
Casting Time: 1 action Burst of Dark
Range: 80 feet Requirements: Four Dark abilities (Final Shikai)
Components: V, S, W
Duration: Instantaneous SP Cost: 3
A beam of darkness streaks toward a creature within range. Casting Time: 1 round
Make a ranged attack against the target. On a hit, the target Range: Self
takes 3d8 necrotic damage. Components: V, S, W
Each time you reselect this ability, you gain an additional Duration: Instantaneous
beam to a maximum of four beams. You can direct the Darkness erupts outwards from you in a 60-foot-radius-
additional beams at the same target or a different one, you sphere centered on you. Each creature within the area must
must make a separate attack roll for any additional beams. make a Constitution saving throw. On a failed save, a
You may reselect this ability multiple times, each time creatures takes 7d8 necrotic damage and is blinded for 1
choosing one of the following options: minute. On a successful save, it takes half as much damage
and isn't blinded.
This ability no longer requires V components. A creature blinded by this spell makes another
The range is increased by 10 feet. Constitution saving throw at the end of each of its turns. On a
Increase the damage die size to a d10. You must have successful save, it is no longer blinded.
select this ability four times before you can select this This ability dispels any light in its area that was created by
option. Kido. Each time you reselect this ability, increase the damage
by 1d8.
Wall of Dark You may reselect this ability multiple times, each time
Requirements: Three Dark abilities choosing one of the following options:
SP Cost: 2
Casting Time: 1 action This ability no longer requires V or S components.
Range: 60 feet Increase the radius sphere by 10 feet.
Components: V, S, W Increase the save DC 2.
Duration: Concentration, until sealed Black Hole
A glowing wall of inky blackness appears at a point you Requirements: Five Dark abilities, Bankai
choose within range. The wall appears in any orientation you SP Cost: 4
choose: horizontally, vertically, or diagonally. It can be free Casting Time: 1 round
floating, or it can rest on a solid surface. The wall can be up Range: 100 feet
to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks Components: V, S, W
line of sight, but creatures and objects can pass through it. Duration: Instantaneous

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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.
You may reselect this ability a second time, if you do the
radius of the sphere is doubled, creatures are blinded
whether they succeed the save or not, and the damage dice
size is increased to d10.
Unholy Dark
Requirements: Six Dark abilities, Bankai
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.

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Earth
Earth Form You choose or touch a portion of dirt, mud, stone or similar
SP Cost: 1 material that you can see within range and that fits within
Casting Time: 1 action a 10-foot cube. You manipulate it in one of the following
Range: Self ways:
Components: V, S, W You can reshape the material in the area in any manner
Duration: Until sealed you choose for the duration. You can raise or lower the
Your weapon becomes pure earth. While this ability is active, area’s elevation, create or fill in a trench, erect or flatten a
your weapons damage type is changed to bludgeoning wall, or form a pillar. The extent of any such changes can’t
damage. exceed half the area’s largest dimension.
If your weapon is a Summon, you may have this ability You cause shapes, colors, or both to appear on the
apply to it's natural weapons as well. You may dismiss this material, spelling out words, creating images, or shaping
ability as as a bonus action. patterns. The changes last for the duration.
You may reselect this ability multiple times, each time
choosing one of the following options: If the material you target is on the ground, you cause it to
become difficult terrain. Alternatively, you can cause the
You may activate this ability as a bonus action and dismiss ground to become normal terrain if it is already difficult
it at will. terrain. This change lasts for the duration.
This ability no longer requires V or S components.
You touch a stone object of Medium size or smaller or a
Stone Weapon section of stone no more than 5 feet in any dimension and
SP Cost: 2 form it into any shape that suits your purpose. So, for
Casting Time: 1 action example, you could shape a large rock into a weapon, idol,
Range: Self or coffer, or make a small passage through a wall, as long
Components: V, S, W as the wall is less than 5 feet thick. You could also shape a
Duration: Concentration, until sealed stone door or its frame to seal the door shut. The object
You weapon is infused with large pieces of stone and earth, you create can have up to two hinges and a latch, but finer
dealing an additional 1d4 bludgeoning damage. mechanical detail isn’t possible.
You may reselect this ability multiple times, each time You transmute rock to mud or vice versa. If you would
choosing one of the following options: transmute rock to mud while a creature is within the area
You may activate this ability as a bonus action and dismiss they must succeed a strength saving throw or the area is
it at will. considered difficult terrain. If you would transmute mud
This ability no longer requires V or S components. to rock, creatures in the area must succeed a Dexterity
Increase the damage dice size by one step, to a maximum saving throw or be restrained for the duration. A
of 1d12. restrained creature can use it's action to make an
additional Strength saving throw to break away from the
Granite Weapon solidified rock.
Requirements: One Earth weapon If you use this ability multiple times, you can only have a
When you score a critical success, the target takes an number of its non-instantaneous effects, equal to your
additional 1d4 bludgeoning damage and is hit with so much proficiency bonus, active at a time, and you can dismiss such
force they are incapacitated. At the end of each of its turns, an effect as an action. Each time you select this ability, the
the target can make a Constitution saving throw. On a area of the cube you can affect is increased by 5 feet, and the
success, this ability ends on the target. thickness you can affect is increased by 1 foot.
You may reselect this ability multiple times, each time You may select this ability multiple times, each time
choosing one of the following options: selecting one of the following options:
Increase the save DC by 1. increase the range by 10 feet.
Increase the damage die size by one step, to a maximum This ability no longer requires V components.
of a 1d10. Increase the duration by 1 hour.
This ability no longer requires Concentration.
Mold Earth
Requirements: One Earth ability
SP Cost: 1
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour

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Earth Shield The wall is an object made of stone that can be damaged
Requirements: Two Earth abilities and thus breached. Each panel has AC 15 and 10 hit points
per inch of thickness. Reducing a panel to 0 hit points
SP Cost: 1 destroys it and might cause connected panels to collapse at
Casting Time: 1 action the DM’s discretion. If you maintain your concentration on
Range: Self this ability for its whole duration, the wall becomes
Components: V, S, W permanent and can’t be dispelled. Otherwise, the wall
Duration: Concentration, Until sealed disappears when the ability ends..
Until the ability ends, bits of rock spread across your body, You may reselect this ability multiple times, each time
and you gain the following benefits: choosing one of the following options:
You reduce any physical damage you take by 3. Increase the range by 10 feet.
This increases by one each time you select this ability. This ability no longer requires V or S components.
You can move across difficult terrain made of earth, stone This ability no longer requires Concentration.
or similar material without spending extra movement. You can create an additional panel.
You may disperse the shield, shooting rock and stone in a Earth Blast
20-foot radius sphere centered on you. Creatures within
the sphere must make a dexterity saving throw or take Requirements: Three Earth abilities
2d6 bludgeoning damage. On a successful save, they take SP Cost: 2
half damage. Every time you select this ability increase the Casting Time: 1 action
radius of the sphere by 5 feet. Range: 100 feet
You may reselect this ability multiple times, each time Components: V, S, W
Duration: Instantaneous
choosing one of the following options:
Choose a single creature you can see within range. A
This ability no longer requires V or S components. projectile of churned earth is launched at the target. Make a
This ability no longer requires Concentration. ranged attack against the target. On a hit, the target takes
Increase the damage by 1d6, to a maximum of 7d6. 3d8 bludgeoning damage. Each time you reselect this ability,
you gain an additional projectile to a maximum of four. You
Wall of Stone can direct the additional projectiles at the same target or a
Requirements: Mold earth and one other Earth ability different one, you must make a separate attack roll for any
SP Cost: 2 additional projectiles..
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: 60 feet choosing one of the following options:
Components: V, S, W
Duration: Concentration, up to 5 minutes This ability no longer requires V components.
The range is increased by 10 feet.
A nonmagical wall of solid stone springs into existence at a Increase the damage die size to a d10. You must have
point you choose within range. The wall is 3 inches thick and selected this ability four times before you can select this
is composed of up to five 10-foot-by-10-foot panels. Each option.
panel must be continuous with at least on other panel. Each
time you reselect this ability, the thickness is increased by 1 Tremor
inch. Requirements: Four Earth abilities
If the wall cuts through a creature’s space when it appears, SP Cost: 2
the creature is pushed to one side of the wall (your choice). If Casting Time: 1 action
a creature would be surrounded on all sides by the wall (or Range: Self
the wall and another solid surface), that creature can make a Components: V, S, W
Dexterity saving throw. On a success, it can use its reaction to Duration: Instantaneous
move up to its speed so that it is no longer enclosed by the
wall. You strike the ground, creating a tremor that ripples outward
The wall can have any shape you desire, though it can’t from you in a 40-foot radius. Each creature within range must
occupy the same space as a creature or object. the wall succeed on a Dexterity saving throw or take 7d10
doesn’t need to be vertical or resting on any firm foundation. bludgeoning damage and be knocked prone. A creature that
It must, however, merge with and be solidly supported by succeeds on its saving throw takes half as much damage and
existing stone. Thus you can use this spell to bridge a chasm isn’t knocked prone. Each time you reselect this ability the
or create a ramp. radius is increased by 10 feet.
If you create a span greater than 20 feet in length, you You may reselect this ability multiple times, each time
must halve the size of each panel to create supports. You can choosing one of the following options:
crudely shape the wall to create crenellations, battlements, This ability no longer requires V components.
and so on. Increase the save DC by 1.
Increase the damage by 1d10.

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Pillars of Stone When you use this ability and at the end of each turn you
Requirements: Five Earth abilities (Final Shikai) spend concentrating on it, each creature on the ground in the
area must make a Dexterity saving throw. On a failed save,
SP Cost: 3 the creature is knocked prone and takes 10d6 bludgeoning
Casting Time: 1 round damage. This ability can have additional effects depending on
Range: 120 feet the terrain in the area, as determined by the DM.
Components: V, S, W Fissures.
Duration: Concentration, up to 1 minute Fissures open throughout the ability's area at the start of
For the duration of this ability you can cause columns of your next turn after you cast the spell. A total of 1d6 such
stone to erupt from the earth. As an action, you cause column fissures open in locations chosen by the DM. Each is 1d10 x
of stone to burst from places on the ground that you can see 10 feet deep, 10 feet wide, and extends from one edge of the
within range. Each pillar is a cylinder that has a diameter of 5 spell’s area to the opposite side. A creature standing on a spot
feet and a height of up to 30 feet; each time you reselect this where a fissure opens must succeed on a Dexterity saving
ability the diameter and height is increased by 5 feet. The throw or fall in. A creature that successfully saves moves with
ground where a pillar appears must be wide enough for its the fissure’s edge as it opens. A fissure that opens beneath a
diameter, and you can target ground under a creature if that structure causes it to automatically collapse (see below).
creature is Medium or smaller. Each pillar has AC 5 and 30 Structures.
hit points. When reduced to 0 hit points, a pillar crumbles The tremor deals 50 bludgeoning damage to any structure
into rubble, which creates an area of difficult terrain with a in contact with the ground in the area when you cast the spell
10-foot radius. The rubble lasts until cleared. and at the start of each of your turns until the spell ends. If a
If a pillar is created under a creature, that creature must structure drops to 0 hit points, it collapses and potentially
succeed on a Dexterity saving throw or take 5d8 bludgeoning damages nearby creatures. A creature within half the
damage and be lifted by the pillar. A creature can choose to distance of a structure’s height must make a Dexterity saving
fail the save. If a pillar is prevented from reaching its full throw. On a failed save, the creature takes 20d6 bludgeoning
height because of a ceiling or other obstacle, a creature on damage, is knocked prone, and is buried in the rubble,
the pillar takes 5d8 bludgeoning damage and is restrained, requiring a DC 20 Strength (Athletics) check as an action to
pinched between the pillar and the obstacle. escape. The DM can adjust the DC higher or lower,
The restrained creature can use an action to make a depending on the nature of the rubble. On a successful save,
Strength or Dexterity check (the creature’s choice) against the creature takes half as much damage and doesn’t fall
the ability's saving throw DC. On a success, the creature is no prone or become buried.
longer restrained and must either move off the pillar or fall You may select this ability a second time, if you do, the
off it. Each time you reselect this ability, increase the damage number of fissues is doubled, the size of the fissures are
by 1d8.. doubled and the damage this ability does to structures is
You may reselect this ability multiple times, each time doubled.
choosing one of the following options:
Bedrock
Increase the range by 20 feet. Requirements: Six Earth abilities, Bankai
This ability no longer requires V components.
As an action, you instead cause two columns of earth to Your Earth abilities are increased in power. Your armament
burst from the ground from two different points instead of abilities or Kido that deal bludgeoning damage ignore
one. resistances. If a creature would be immune to bludgeoning
damage, it instead takes half damage.
Earthquake
Requirements: Six Earth abilities, Bankai
SP Cost: 4
Casting Time: 1 round
Range: 500 feet
Components: V, S, W
Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground
that you can see within range. For the duration, an intense
tremor rips through the ground in a 100-foot- radius circle
centered on that point and shakes creatures and structures in
contact with the ground in that area. The ground in the area
becomes difficult terrain. Each creature on the ground that is
concentrating must make a Constitution saving throw. On a
failed save, the creature’s concentration is broken.

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Fire
Fire Form You instantaneously extinguish the flames within the
SP Cost: 1 cube.
Casting Time: 1 action You double or halve the are of bright light and dim light
Range: Self cast by the flame, change its color, or both. You choose the
Components: V, S, W duration.
Duration: Until sealed You cause simple shapes - such as the vague form of a
creature, an inanimate object, or a location - to appear
Your weapon becomes pure fire. While this ability is active, within the flames and animate as you lie. You choose the
your weapons damage type is changed to fire damage. duration.
If your weapon is a Summon, you may have this ability You may also have a flickering flame appear in your hand.
apply to it's natural weapons as well. You may dismiss this The flame remains there for the duration and harms
ability as a bonus action. neither you nor your equipment. The flame sheds bright
You may reselect this ability multiple times, each time light in a 10-foot radius and dim light for an additional 10
choosing one of the following options: feet. You can dismiss this effect as an action.
You may activate this ability as a bonus action and dismiss Each time you reselect this ability, the cube is increased by
it at will. 5 feet.
This ability no longer requires V or S components. You may reselect this ability multiple times, each time
choosing one of the following options:
Flaming Weapon
SP Cost: 2 You may now affect magical fire.
Casting Time: 1 action The flame you can produce with this ability creates no
Range: Self heat and doesn't use oxygen if you so choose; this flame
Components: V, S, W can be covered or hidden, but not smothered or quenched.
Duration: Concentration, until sealed Increase the duration of this ability by 1 hour.
Your weapon ignites on fire, dealing an additional 1d4 fire Fire Shield
damage. You may dismiss this ability as a bonus action. Requirements: Two Fire abilities
You may reselect this ability multiple times, each time SP Cost: 1
choosing one of the following options: Casting Time: 1 action
You may activate this ability as a bonus action and dismiss Range: Self
it at will. Components: V, S, W
This ability no longer requires V or S components. Duration: Concentration, until sealed
Increase the damage dice size by one step, to a maximum Flames race across your body for the ability's duration. The
of a 1d12. flames don't harm you or your equipment. Until the ability
ends, you gain the following benefits:
Scorching Weapon
Requirements: One Fire ability You have resistance to fire and cold damage.
You shed bright light in a 5-foot radius and dim light for an
When you score a critical hit, the target an additional 1d6 fire additional 5 feet.
damage at the start of each of its turns. On each of its turns Any creature that moves within 5 feet of you for the first
the target can use an action to put out the fire, ending the time on a turn or ends its turn there, takes 1d4 fire
effect. damage. Each time you reselect this ability, the damage
You may reselect this ability multiple times, each time dice size is increased by one step, to a maximum of a
choosing one of the following options: 1d10.
Increase the damage die size by one step, to a maximum You may reselect this ability multiple times, each time
of a 1d10. choosing one of the following options:
Control Flames This ability no longer requires V or S components.
Requirements: One Fire ability This ability no longer requires Concentration.
SP Cost: 1 The range of bright and dim light you shed is doubled.
Casting Time: 1 action You are immune to fire damage instead.
Range: 60 feet You may choose if this ability's damage affects creatures
Components: S or not.
Duration: Instantaneous or 1 hour
You chose a nonmagical flame that you can see within range
and that fits within a 5-foot cube. You affect it in one of the
following ways:

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Cone of Fire A vertical column of fire roars to life on a point you choose
Requirements: Three Fire abilities within range. This column is 40 feet high with a 10-foot
radius. Each creature within the pillar must make a
SP Cost: 2 Dexterity saving throw.
Casting Time: 1 action A creatures takes 6d6 fire damage on a failed save, or half
Range: Self (30-foot cone) as much damage on a successful one. You may have this
Components: V, S, W ability be instantaneous or persist for an hour. Each time you
Duration: Instantaneous reselect this ability, increase the damage by 1d6.
A roaring cone of fire erupts from you. You may reselect this ability multiple times, each time
Each creature in a 30-foot cone must make a Dexterity choosing one of the following options:
saving throw. A creature takes 3d8 fire damage on a filed ave, Increase the range by 10 feet.
or half as much damage on a successful one. This ability no longer requires V or S components.
You may reselect this ability multiple times, each time Increase the radius and height of the cylinder by 5 feet.
choosing one of the following options:
This ability no longer requires V or S components. Fire Storm
Increase the cone size by 5 feet. Requirements: Five Fire abilities (Final Shikai)
Increase the damage by 1d6. SP Cost: 3
Casting Time: 1 round
Wall of Fire Range: 100 feet
Requirements: Four Fire abilities Components: V, S, W
SP Cost: 2 Duration: Instantaneous
Casting Time: 1 action A storm made up of sheets of roaring flame appears in a
Range: 60 feet location you choose within range.
Components: V, S, W The area of the storm consists of up to ten 10-foot cubes,
Duration: Concentration, until sealed which you can arrange as you wish. Each cube msut have a
You create a wall of fire on a solid surface within range. You least one face adjacent to the face of another cube. Each
can make the wall up to 60 feet long, 20 feet high, and 1 foot creature in the area takes 7d8 fire damage.
thick, or a ringed wall up to 20 feet in diameter, 20 feet high, The fire damages plants, objects in the area, and ignites
and 1 foot thick. The wall is opaque and lasts for the flammable objects that aren't being worn or carried.
duration. Each time you reselect this ability, increase the damage by
When the wall appears, each creature within its area must 1d8.
make a Dexterity saving throw. On a failed save, a creatures You may reselect this ability multiple times, each time
takes 4d6 fire damage, or half as much damage on a choosing one of the following options:
successful save.
One side of the wall, selected by you when you cast this This ability no longer requires V or S components.
spell, deals 4d6 dire damage to each creature that ends its Increase the size of the cubes by 5 feet.
turn within 10 feet of that side or inside the wall. A creatures Meteor Swarm
takes the same damage when it enters the wall for the first Requirements: Six Fire abilities, Bankai
time on a turn or ends its turn there. The other side of the
wall deals no damage. SP Cost: 4
Each time you reselect this ability, increase the damage by Casting Time: 1 round
1d6. Range: 1 mile
You may reselect this ability multiple times, each time Components: V, S, W
choosing one of the following options: Duration: Instantaneous
Increase the range, height, length, and diameter of this Blazing orbs of fire plummet to the ground at four different
ability by 10 feet. points you can see within range.
This ability no longer requires V or S components. Each creature in a 20-foot-radius sphere centered on each
This ability no longer requires Concentration. point you choose must make a Dexterity saving throw. The
Increase the save DC by 1. sphere spreads around corners. A creatures takes 10d6 fire
You may choose both sides of the wall to deal damage. damage and 10d6 bludgeoning damage on a failed save, or
half as much damage on a successful one. A creature in the
Pillar of Flame area of more than one fiery burst is affected only once.
Requirements: Four Fire abilities This ability damages plants, objects in the area and ignites
flammable objects that aren't being worn or carried.
SP Cost: 2 You may reselect this ability a second time, if you do,
Casting Time: 1 action creatures can be affected more than once from the fiery
Range: 60 feet bursts.
Components: V, S, W
Duration: Instantaneous or 1 hour

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Hellfire
Requirements: Six Fire abilities, Bankai
Your armament abilities and Kido that deals fire damage,
ignore resistances. If a creature would be immune to fire
damage, they instead take half damage.

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Generic
Increased Strength You may reselect this ability multiple times, each time
Duration: Until sealed selecting another skill you are not proficient in.
While your weapon is active, your Strength score is increased Increased Speed
by 2. Duration: Until sealed
You may reselect this ability multiple times, each time While your weapon is active, all your forms of movement are
increasing your Strength score by 1. increased by 5 feet.
Increased Dexterity You may reselect this ability multiple times, each time
Duration: Until sealed increasing this bonus by 5 feet.
While your weapon is active, your Dexterity score is Quick Weapon
increased by 2. You may release your armament as Bonus action.
You may reselect this ability multiple times, each time
increasing your Dexterity score by 1. Increased Talent
Gain a feat you qualify for.
Increased Constitution You may reselect this ability multiple times, to a total of
Duration: Until sealed three times.
While your weapon is active, your Constitution score is Increased Concentration
increased by 2. Requirements: One armament ability
You may reselect this ability multiple times, each time
increasing your Constitution score by 1. Duration: Until sealed
Increased Intelligence
While your weapon is released, you have advantage on checks
to maintain concentration on weapon abilities.
Duration: Until sealed
While your weapon is active, your Intelligence score is Spirit Blast
increased by 2. Requirements: One armament ability
You may reselect this ability multiple times, each time SP Cost: 2
increasing your Intelligence score by 1. Casting Time: 1 action
Range: 40 feet
Increased Wisdom Components: V, S, W
Duration: Until sealed Duration: Instantaneous
While your weapon is active, your Wisdom score is increased A blast of reiatsu hurdles toward a creature within range
by 2. from you.
You may reselect this ability multiple times, each time Make a rnaged attack against the target. On a hit, the target
increasing your Wisdom score by 1. takes 2d8 force damage. Each time you reselect this ability,
increase the damage by 1d8.
Increased Charisma You may reselect this ability multiple times, each time
Duration: Until sealed choosing one of the following options:
While your weapon is active, your Charisma score is This ability no longer requires V or S components.
increased by 2. Increase the range of this ability by 10 feet.
You may reselect this ability multiple times, each time You gain an additional beam. You can direct the additional
increasing your Charisma score by 1. beam at the same target or a different one, you must make
a separate attack roll for the additional beam.
Increased Saving Throw Increase the number of times you may use this ability by 1.
Requirements: Three armament abilities
Duration: Until sealed Quick Bankai
Requirements: Bankai
While your weapon is active you gain a +1 bonus to saving
throws. You may release your Bankai as a Bonus action if you're in
You may reselect this ability up to three times, each time Shikai. If not, you can release Bankai as an action.
increasing this bonus by 1, for a maximum of +4.
Increased Ability
Increased Skill Requirements: Two armament abilities
Duration: Until sealed
Choose a skill you are not proficient in, while your weapon is
active, you are considered proficient in the chosen skill.

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Select two non-generic weapon abilities you possess, you can
use the chosen abilities an additional time per day.
You may reselect this ability multiple times. Through this
ability you cannot gain additional uses of an ability what
would exceed double your proficiency bonus.
Quick Ability
Requirements: Two armament abilities
Choose one non-bankai, non-final shikai armament ability
you possess. If it has a casting time of 1 round, change it to 1
action. If it has a casting time of 1 action, you change it to 1
bonus action.
You may reselect this ability multiple times.
Increased Awareness
Requirements: Three armament abilities
While your weapon is released and you are conscious, you
gain the following benefits:
You have +5 to initiative rolls.
You cannot be flanked.
You gain Blindsight out to 10 feet.
You may reselect this ability multiple times, each time
increasing the Blindsight range by 5 feet.
Flying
Requirements: Four armament abilities
SP Cost: 3
Casting Time: 1 action
Range: Self
Components: V, S, W
Duration: Concentration, until sealed
You gain a flying speed of 60 feet for the duration. When this
ability ends, you begin to fall if you are still aloft, unless you
can stop the fall.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
This ability no longer requires Concentration.
Increase the Fly speed by 10 feet.
Improved Bankai
Requirements: Bankai
You can only select this as a Bankai ability.
Choose two non-bankai armament abilities, you only have
access to these abilities while Bankai is active. These abilities
do not have to be the same armament type(s) as your
armament.
You may select this ability multiple times.

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Healing
Expanded Kaido Healing Factor
Requirements: Spellcasting or Pact Magic feature Requirements: Two Healing abilities
You learn two new Kaido spells of your choice from the While conscious you regain 1 hit point at the start of your
Shinigami spell list. turn.
You may reselect this ability multiple times. You gain additional abilities depending number of times
you've selected this ability: 2nd - When you succeed on a
Healing Blade death saving throw, you gain an additional success. 3rd -
SP Cost: 1 Advantage on saving throws against being poisoned.
Casting Time: 1 action You may reselect this ability multiple times, each time
Range: Self choosing one of the following options:
Components: V, S, W Increase the amount of hits regained by 1, to a maximum
Duration: Concentration, up to 2 rounds of 8.
Your weapon no longer deals lethal damage. Additionally, at the start of your turn you heal one point of
Whenever your weapon would deal damage to a creature, ability score damage.
they instead regain hit points equal to the damage dealt. You Additionally, at the start of your turn you regrow one
may dismiss this ability as a bonus action. severed appendage, other than you head. You must have
You may reselect this ability multiple times, each time selected this ability three times before you can select this
choosing one of the following options: option.
Additionally, at the start of your turn, you can end one of
You may activate this ability as a bonus action and dismiss the following conditions: blinded, deafened, paralyzed or
it at will. poisoned. You must have selected this ability three times
This ability no longer requires V or S components. before you can select this option.
Increase the duration of this ability by 1 round.
Panoply of Healing
Improved Healing Requirements: Three Healing abilities
Requirements: Able to cast Kaido SP Cost: 1
SP Cost: 1 Casting Time: 1 action
Casting Time: Bonus action Range: 60 feet
Range: Self Components: V, S, W
Components: V, S, W Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 round
You bestow up to three creatures within range a number of
Your Kaido spells are enhanced. temporary hit points equal to your level + the number of
While this ability is active, when you cast a Kaido spell to Healing abilities you have.
restore hit points to a creature, the creature regains an Each time you reselect this ability the range increases by
additional 1d4 hit points. 10 feet.
You may reselect this ability multiple times, each time You may reselect this ability multiple times, each time
choosing one of the following options: choosing one of the following options:
This ability no longer requires V or S components. This ability no longer requires V or S components.
Increase die size of the additional hit points regained by This ability no longer requires concentration.
one step, to a maximum of 1d12. Increase the duration by 1 minute.
Increase the duration of this ability by 1 round. Affected creatures also benefit from your Healing Factor
Healing Touch
(if you have the ability). You must have selected this ability
four times before you can select this option.
Requirements: Cure Wounds and one Healing ability
SP Cost: 2 Pain Release
Casting Time: 1 action Requirements: Four Healing abilities
Range: Special SP Cost: 3
Components: V, S, W Casting Time: 1 action
Duration: Special Range: Self
You may cast a Kaido spell of 1nd level or lower that you Components: V, S, W
know without spending a spell slot or requiring material Duration: Instantaneous
components.
You may reselect this ability multiple times, each time
choosing one of the following options:
Increase the level of the spell by one, maximum level 7.
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You make a single melee or a single ranged weapon attack, Additionally, when this ability ends, through the duration
with a normal range of 80 feet and a long range of 120 feet, expiring or you dismissing the ability, any creature within
with your armament. the sphere regains 8d4 hit points.
If successful you deal damage equal to the amount of hit
points creatures have regained through your Kido or weapon Supreme Healing
abilities since the previous dawn. Requirements: Six Healing abilities
You may reselect this ability multiple times, each time When you would normally roll one or more dice to restore hit
choosing one of the following options: points with Kido or a armament ability, you instead use the
If you choose to make a melee attack, you have advantage highest number possible for each die. For example, instead of
on the attack roll. restoring 2d6 hit points to a creature, you restore 12.
If you choose to make a ranged attack, the normal and
long range is doubled.
Resurrection
Requirements: Five Healing abilities (Final Shikai)
SP Cost: 4
Casting Time: 1 hour
Range: Touch
Components: V, S, W
Duration: Instantaneous
You touch a dead creature that has been dead for no more
than a century, that didn't die of old age, and that isn't undead.
If its soul is free, willing and hasn't been reincarnated, the
target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal
diseases afflicting the creature when it died. It doesn't
however, remove magical diseases, curses, and the life; if
such effects aren't removed prior to casting the spell, they
afflict the target on its return to life.
This spell closes all mortal wounds and restores any
missing body parts.
Coming back from the dead is an ordeal. The target takes a
-4 penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is
reduced by 1 until it disappears.
Restoring life to a creature that hasn't been dead for one
year or longer taxes you greatly. While your armament is
reforming, you have disadvantage on all attack rolls, ability
checks and saving throws.
Circle of Life
Requirements: Six Healing abilities, Bankai
SP Cost: 4
Casting Time: 1 action
Range: 60 feet
Components: V, S, W
Duration: Concentration, up to 1 minute
A sphere of positive energy ripples out in a 60-foot-radius
sphere from a point you choose within range. If a creature
would be reduced to 0 hit points or less, they are instead
reduced to 1 hit point. You can dismiss this ability at will.
Each time you reselect this ability, the range is increased
by 10 feet and radius increased by 10 feet.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
This ability no longer requires Concentration.
You may cast this ability as a reaction, trigger being an ally
you can see taking damage.

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Hollow
Hierro Duration: Instantaneous
Requirements: 4 hit die A square beam of light engulfs a target in a beam of light,
completely isolating them from the plane they're currently in.
The Hollow gains a natural armor bonus of 2. If it already has When the Gillian has a Kumon active, it can use this ability
natural armor, it increases by the same amount. Whenever to draw a non-hostile creature into the Kumon. The affected
the Hollow would gain another 4 hit die, this bonus increases creature is immune to damage and cannot be targeted by
by 1. attacks, abilities or spells.
Sonido When a Hollow is no longer a Gillian, it loses this ability
Requirements: 4 hit die and replaced it with another Hollow ability it meets the
requirements for.
The Hollow gains a Shunpo of 40 feet. Whenever the Cero
Hollow's hit die would increase by four, the Shunpo is Requirements: Bala, 6 hit die
increased by 5 feet.
Casting Time: 1 action
Bala Range: Self
Requirements: 4 hit die Components: V, S
Casting Time: Bonus action Duration: Instantaneous
Range: 60 feet The Hollow fies a powerful blast of concentrated spiritual
Components: S energy. A beam forming a line 100 feet long and 5 feet wide
Duration: Instantaneous blasts from the Hollow in a direction they choose. Each
The Hollow makes a ranged attack against a target it can see creature in the line must make a Dexterity saving throw. A
within range. On a hit, the target takes 2d4 force damage. If creatures takes 6d6 force damage on a failed save, or half as
the Hollow has multiattck, it can replace one or more of its much damage on a successful one.
attacks with a Bala. Whenever the Hollows hit die increases by two, the length
Whenever the Hollows hit die would increase by 2, the of the line increases by 10 feet.
range is increased by 10 feet. This ability may be selected multiple times, each time
This ability may be selected multiple times, each time choosing one of the following options:
choosing one of the following options: Increase the damage by an additional 1d6; maximum
Increase the damage by an additional 1d4; maximum 6d4. 10d6.
Increase the range by 10 feet. Increase the number of uses of this ability by one.
Increase the number of uses of this ability by two. Increase the save DC by +1; maximum +4.
The Hollow gains a +1 bonus on the attack roll using this If the Hollow has Multiattack, it can replace one or all of
ability; maximum +4. its attacks with a Cero. This ability must have been
selected three times before this option can be selected.
High-Speed Regeneration
Requirements: 5 hit die Kūmon
Requirements: 6 hit die
The Hollow regains 3 hit points at the start of its turn. The Casting Time: 1 round
Hollow dies only if it starts its turn with 0 hit points and Range: 5 feet
doesn't use High-Speed Regeneration. Components: S
Whenever the Hollow would gain another 5 hit die, the Duration: 1 minute
amount if hit points regained is increased by 1.
This ability may be selected multiple times, each time Hollows have an innate ability to tear the barriers between
choosing one of the following options: planes, allowing them to open pathways to travel between
them.
Instead of regaining hit points, the Hollow may regrow a The Hollow tears open a pathway into a different plane of
severed limb. The Hollow must have 10 hit die before existence. The Hollow can specify a target destination in
selecting this option. general terms; although most Hollow lack the intelligence for
Instead of regaining hit points, the Hollow can regrow an such decisions.
organ. The Hollow must have 15 or more hit die before
selecting this option.
Negación
Requirements: Gillian class Hollow
Casting Time: 1 action
Range: 1 mile
Components: S

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Palma Plancha The afterimages AC equals 10 + the Hollows Dexterity
Requirements: 10 hit die modifier or natural armor bonus, whichever is higher. If the
duplicate would take damage it is destroyed, and duplicates
Once per turn, when a Hollow deals damage with one of their automatically fail any saving throw.
natural weapons, they can deal additional damage equal to
their natural armor bonus. Gran Rey Cero
Requirements: Cero, 18 hit die
Silbido Casting Time: 1 round
Requirements: Charisma 13, 12 hit die Range: Self
Casting Time: Casting Time Components: V, S
Range: Range Duration: Instantaneous
Components: V, S, W By mixing their own blood with a Cero, a Hollow can fire a
Duration: Duration Cero with much greater attack power and speed.
Once per day, the Holow can summon Menos that appear in To activate this ability the Hollow loses hit points equal to
unoccupied spaces that they can see within range. Choose the number of hit die they have.
one of the following options for what appears: A beam forming a line 200 feet long and 10 feet wide
blasts from the Hollow in a direction they choose. Each
One Menos of challenge rating 2 or lower. creature in the line must make a Dexterity saving throw. A
Two menos of challenge rating 1 or lower. creatures takes 6d10 force damage on a failed save, or half as
Four Menos of challenge rating 1/2 or lower. much damage on a successful one.
Eight Menos of challenge rating 1/4 or lower. Whenever the Hollows hit die increases by four, the length
The Menos dissapear when it drops to 0 hit points. of the line increases by 10 feet.
The summoned creatures are friendly to the Hollow and This ability may be selected multiple times, each time
it's companions. They act on the same turn as the Hollow. choosing one of the following options:
They obey any verbal commands that are issued to them (no Increase the number of uses of this ability by one.
action required by the Hollow). If the Hollow doesn't issue Increase the save DC by +1; maximum +4.
any commands to them, they attack any hostile creatures.
The DM has the creatures' statistics. Descorrer
Whenever the Hollows hit die increases by 6, it gains an Requirements: Kumon, 23 hit die
additional use of this ability. Casting Time: 1 action
Gonzui Range: 5 feet
Requirements: Constitution 15, 14 hit die Components: S
Duration: Instantaneous
Casting Time: 1 round The Hollow opens a pathway into the garganta, and up to
Range: Self four willing creatures can follow inside into the void.
Components: S Descorrer is a much more stable form of travel and always
Duration: Instantaneous provides a safe and short walk to any location familiar to the
The Hollow inhales and attempts to suck out the souls of all Hollow on a different plane of existence.
beings within range and be devoured.
Each creature within 20 feet of the Hollow is affected. If the Pesquisa
Hollow has double or more hit die of the creatures within Requirements: 23 hit die
range, they are slain and souls devoured. Otherwise, they Casting Time: 1 action
must make a Constitution saving throw. Any creatures with Range: Self
the Spiritual Awareness are allowed a saving throw Components: S
regardless. Duration: 10 minutes
Whenever the Hollows hit die increases by 10, the range is
increased by 10 feet. The Hollow sends out a radating pulse in the form of a 30-
foot-radius sphere which reacts to sources of Reiatsu,
Gemelos Sonido allowing it to dtermine the location of any sensed individuals
Requirements: Dexterity 14, Sonido, 16 hit die and gauge how powerful they are. At each minute the Hollow
gains the following knowledge:
Instead of using Sonido, the Hollow can create afterimages of
itself that lasts for 1 minute, or until it loses concetration (as 1. Number of sensed individuals.
if it were concentrating on a spell). It can create an afterimage 2. Distance of the senses individuals.
for each 10 feet of Sonido; maximum five. The afterimages 3. Creature type of the sensed individuals (Human, Hollow,
appear in an unoccupied space that the hollow can see within etc.)
20 feet of it. As a bonus action or it's turn, it can move the 4. Knowledge that the sensed individuals have either less or
illusion up to 30 feet to a space it can see, but it must remain more hit die than the hollow.
within 100 feet of it.

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whenever the Hollows hit die increases by one, the radius is The Hollow can see and hear a particular creature they
increased by 5 feet. choose that is on the same plane of existence as them. The
This ability may be selected multiple times, each time target must make a Wisdom saving throw, which is modified
reducing the amount of time requires to gain the knowledge by how well the hollow knows the target and the sort of
by one minute. physical connection they have to it. If a target knows they're
using this ability, it can fail the saving throw voluntarily if it
Indice Radar wants to be observed.
Requirements: Pesquisa (3), 24 hit die
Save Modifier Knowledge
Casting Time: 1 action
Range: 60 feet +5 Secondhand (They've heard of the target)
Components: S 0 Firsthand (Hollow has met the target)
Duration: Instantaneous
-5 Familiar (Hollow knows the target well)
Thrusting its index finger into the ground, a luminous trail
rapidly extends outwards in the direction of the target within Save Modifier Connection
range.
The Hollow chooses one creature within range, the Hollow -2 Likeness or pictures
gains the knowledge of the amount of Reiryoku the creature -4 Possession or garment
possess as well as its hit die amount, how many weapon
abilities they possess if any, and the highest spell they can -10 Body part, lock of hair, bit of nail, or the like
cast.
Whenever the Hollows hit die increases by one, the range On a successful save, the target isn't affected, and the
is increased by 10 feet. Hollow can't use this ability against it again for 24 hours.
On a failed save, the ability creates an invisible sensor
Solita Vista within 10 feet of the target. The Hollow can see and hear
Requirements: Pesquisa, 24 hit die, Wisdom 13 or through the sensor as it they were there. The sensor moves
Intelligence 13 with the target, remaining within 10 feet of it for the duration.
Casting Time: 1 action A creatures that can see invisible objects sees the sensor as a
Range: 60 feet luminous orb about the size of the Hollows fist.
Components: V, S, M (one of the casters eyeballs) Instead of targeting a creature, the Hollow can choose a
Duration: Instantaneous location they have seen before as the target of the spell. When
The Hollow removes one of its eyes and crushes it, which it does, the sensor appears at the location and doesn't move.
turns into dust and flows around up to 12 willing creatures.
Affected creatures experience events that the Hollow has
experienced that it chooses as far back as one week. The
affected creatures experience the events as the Hollow did,
the sight, sounds, emotions, etc. The amount of time the
Hollow can relay is 1 minute for each two hit die it possesses,
these minutes need not be consecutive of the same day or
event. It can be one minute of one day, and another minute of
another day, etc.
Cognition Synchronization
Requirements: Pesquisa, 24 hit die, Wisdom 16
Casting Time: Bonus action
Range: Self
Components: -
Duration: Concentration
While the Hollow concentrations, it can broadcast
information of whatever it is currently seeing or experiencing
to up to 11 creatures it knows within the same plane.
Garganta Broadcast
Requirements: Pesquisa, 26 hit die, Wisdom 16 or
Intelligence 16
Casting Time: 10 minutes
Range: Self
Components: V, S,
Duration: 10 minutes

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Ice
Cold Form You choose nonmagical ice, snow or water that you can see
SP Cost: 1 within range and that fits within a 5-foot cube. You affect it in
Casting Time: 1 action one of the follows ways:
Range: Self You instantaneously freeze the water into ice or snow, you
Components: V, S, W instantaneously melt ice or snow into water or can harden
Duration: Until sealed show into ice or soften ice to snow.
Your weapon becomes pure ice. While this ability is active, You lower the temperature by two temperature bands This
your weapons damage type is changed to cold damage. change lasts for the duration.
If your weapon is a Summon, you may have this ability You cause simple shapes - such as vague form of a
apply to it's natural weapons as well. You may dismiss this creature, an inanimate object or location - to appear
ability as a bonus action. within the ice or snow as you lie. The shapes last for the
You may reselect this ability multiple times, each time duration.
choosing one of the following options: If you use this ability multiple times, you can only have a
number of its non-instantaneous effects, equal to your
You may activate this ability as a bonus action and dismiss proficiency bonus active at a time, and you can dismiss
it at will. such an effect as an action.
This ability no longer requires V or S components. Each time you reselect this ability, the cube is increased by
Ice Weapon 5 feet.
SP Cost: 2 You may reselect this ability multiple times, each time
Casting Time: 1 action choosing one of the following options:
Range: Self You may now affect magical ice, snow or water.
Components: V, S, W The ice you can produce with this ability cannot be
Duration: Concentration, until sealed thawed out magically or otherwise.
Ice rimes your weapon, dealing an additional 1d4 cold You can lower the temperature by an additional 2
damage. You may dismiss this ability as a bonus action. temperature bands.
You may reselect this ability multiple times, each time
choosing one of the following options: Ice Shield
Requirements: Two Ice abilities
You may activate this ability as a bonus action and dismiss SP Cost: 1
it at will. Casting Time: 1 action
This ability no longer requires V or s components. Range: Self
Increase the damage dice size by one step, to a maximum Components: V, S, W
of a 1d12. Duration: Concentration, until sealed
Freezing Weapon A coat of ice surrounds your body for the ability's duration.
Requirements: One Ice ability The ice doesn't harm you or your equipment. Until the ability
ends, you gain the following benefits:
When you score a critical hit with your armament, the target
takes an additional 1d4 cold damage and is slowed. The You have resistance to cold and fire damage.
target can use an action to make a Strength or Constitution You reduce the next physical damage you take by 4, one
saving throw. On a success, this effect ends. you've taken this amount of damage, this part of the ability
You may reselect this ability multiple times, each time ends. Each time you reselect this ability, this increased by
choosing one of the following options: 1.
Any creature that is within 5 feet of you is slowed. Each
Increase the save DC by 1. time you reselect this ability, the range increases by 5 feet.
Increase the damage die size by one step, maximum of a
1d10. You may reselect this ability multiple times, each time
choosing one of the following options:
Control Ice & Snow
Requirements: One Ice ability This ability no longer requires V or S components.
This ability no longer requires Concentration.
SP Cost: 1 You are immune to cold damage instead.
Casting Time: 1 action You may choose if this ability's damage affects creatures
Range: 60 feet or not.
Components: S
Duration: Instantaneous or 1 hour

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Cone of Ice Duration: Instantaneous or 1 hour
Requirements: Three Ice abilities A column of ice rises from the ground, lifting any object or
SP Cost: 2 creature (including you) standing in the area into the air.
Casting Time: 1 action Creatures succeeding on a Dexterity saving throw can choose
Range: Self to avoid the column, on failure taking 6d6 cold damage.
Components: V, S, W Moving or fighting atop the ice column requires an
Duration: Instantaneous Acrobatics check. Those who fail fall prone and must
Incantaction: immediately succeed on a Dexterity saving throw or slip off
the column, taking commensurate falling damage.
A blast of cold air erupts from you. Each creature in a 60-foot Creatures atop the column as it rises may be smashed
cone must make a Dexterity saving throw. A creatures takes against the ceiling or other overhead obstruction, which deals
3d8 cold damage on a failed save, or half as much damage on 3d6 cold damage and 3d6 bludgeoning damage.
a successful one. You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time choosing one of the following options:
choosing one of the following options:
Increase the range by 10 feet.
This ability no longer requires V or S components. This ability no longer requires V or S components.
Increase the cone size by 5 feet. Increase the radius and height or the cylinder by 5 feet.
Increase the damage by 1d6. Increase the damage by 1d6.
Wall of Ice Ice Storm
Requirements: Four Ice abilities Requirements: Five Ice abilities (Final Shikai)
SP Cost: 2 SP Cost: 3
Casting Time: 1 action Casting Time: 1 round
Range: 60 feet Range: 100 feet
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Instantaneous
You create a wall of ice on a solid surface within range. You A hail of rock-hard ice pounds on five ares you choose within
can form it into a hemispherical dome or a sphere with a range.
radius of up to 10 feet, or you can shape a flat surface made The area consists of 80-foot-radius, 40-foot-high cylinder.
up of up to ten 10-foot-square panels. Each panel must be Each creature in the area takes 7d8 cold damage.
continuous with another panel. In any form, the wall is 1 foot Hailstones causes the creatures within it's area to be
thick and lasts for the duration. If the wall cuts through a slowed.
creature's space when it appears, the creature within its area Each time you reselect this ability, increase the damage by
is puched to one side of the wall and must make dexterity 1d8.
saving throw. On a failed save, the creatures takes 4d6 cold You may reselect this ability multiple times, each time
damage, or half as much damage on a successful save. choosing one of the following options:
The wall is an object that can be damaged and thus
breached. Each panel has AC 12 and 10 hit points per inch of This ability no longer requires V or S components.
thickness, and it is vulnerable to fire damage. Reducing a Increase the radius and height by 10 feet.
panel of wall to 0 hit points destroys it and leaves behind a
sheet of frigid air in the space the wall occupied. A creature Ice Swarm
moving throw the sheet of frigid air for the first time on turn Requirements: Six Ice abilities, Bankai
must make a Constitution saving throw. The creature takes SP Cost: 4
4d6 cold damage on a failed save, or half as much damage on Casting Time: 1 round
a successful one. Range: 1 mile
Each time you reselect this ability, increase the damage by Components: V, S, W
1d6. Duration: Instantaneous
You may reselect this ability multiple times, each time
choosing one of the following options: Freezing orbs of ice plummet to the ground at four different
points you can see within range.
Increase the range by 10 feet. Each creature in a 20-foot-radius sphere centered on each
This ability no longer requires V or S components. point you choose must make a Dexterity saving throw. The
This ability no longer requires Concentration. sphere spreads around corners. A creatures takes 10d6 cold
You can create an additional panel. damage and 10d6 bludgeoning damage on a failed save, or
half as much damage on a successful one. A creature in the
Pillar of Ice area of more than one icy bursts is affected only once.
Requirements: Four Ice abilities This ability damages plants, objects in the area and freezes
SP Cost: 2 water solid.
Casting Time: 1 action
Range: 60 feet
Components: V, S, W

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You may reselect this ability a second time, if you do,
creatures can be affected more than once from the icy bursts.
Subzero
Requirements: Six Ice abilities, Bankai
Your armament abilities or Kido that deal cold damage,
ignore resistances. If a creature would be immune to cold
damage, they instead take half damage.

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Illusion
Psychic Form You create one image of an object that is no larger than a 5-
SP Cost: 2 foot cube. Each time you reselect this ability, the cube
Casting Time: 1 action increased by 5 feet and the number of images you can create
Range: Self increases by one.
Components: V, S, W The image appears at a spot that you can see within range
Duration: Until sealed and lasts for the duration. The image is purely visual; it isn't
accompanied by sound, smell, or other sensory effects.
While this ability is active, your weapons damage type is As long as you are within range of the illusion, you can use
changed to psychic damage. your action to alter its appearance. Each time you reselect
If your weapon is a Summon, you may have this ability this ability, the range of this ability increases by 10 feet.
apply to it's natural weapons as well. You may dismiss this Physical interaction with the image reveals it to be an
ability as a bonus action. illusion, because things can pass through it. A creature that
You may reselect this ability multiple times, each time uses its action to examine the image can determine that it is
choosing one of the following options: an illusion with a successful Intelligence (Investigation) check
against the save DC. If a creature discerns the illusion for
You may activate this ability as a bonus action and dismiss what it is, the creature can see through the image, and its
it at will. other sensory qualities become faint to the creature.
This ability no longer requires V or S components. You may reselect this ability multiple times, each time
Mind Weapon choosing one of the following options:
SP Cost: 2 This ability no longer requires V or S components.
Casting Time: 1 action You can instead use a bonus action to alter the illusion.
Range: Self You can create images of creatures.
Components: V, S, W You can also create and altar auditory sensations with the
Duration: Concentration, until sealed illusion.
Your weapon deals an additional 1d4 psychic damage. You You can also create and alter olfactory sensations within
may dismiss this ability as a bonus action. the illusion.
You may reselect this ability multiple times, each time You can also create and altar temperatures appropriate to
choosing one of the following options: the illusion.
You can spend an action to 'program' scripted events your
You may activate this ability as a bonus action and dismiss illusion follows, as well as specific conditions that must be
it at will. met to activate, or change the events. These events
This ability no longer requires V or S components. continue to loop until the end of the duration, or you
Increase the damage dice size by one step, to a maximum program different events. You must have select this ability
of a 1d12. four times before you can select this option.
Psionic Weapon Disguise Self
Requirements: One Illusion ability Requirements: One Illusion ability
When you score a critical hit with your armament, the target SP Cost: 1
takes an additional 1d4 psychic damage and is incapacitated. Casting Time: 1 action
At the end of each of its turns, the target can make a Range: Self
intelligence saving throw. On a success, the effect ends on the Components: V, S, W
target. Duration: Concentration, up to 1 minute
You may reselect this ability multiple times, each time You make yourself - including your clothing, armor, weapons
choosing one of the following options: and other belongs on your person - look different for the
duration, or until you use your action to dismiss it.
Increase the save DC by 1. You can seem 1 foot shorter or taller and can appear thin,
Increase the damage die size by one step, to a maximum fat, or in between. You can’t change your body type, so you
of a 1d10. must adopt a form that has the same basic arrangement of
Illusion limbs. Otherwise, the extent of the illusion is up to you.
Requirements: One Illusion ability The changes wrought by this ability fail to hold up to
physical inspection. For example, if you use this ability to add
SP Cost: 2 a hat to your outfit, objects pass through the hat, and anyone
Casting Time: 1 action who touches it would feel nothing or would feel your head
Range: 60 feet and hair. If you use this ability to appear thinner than you are,
Components: V, S, W the hand of someone who reaches out to touch you would
Duration: Concentration, up to 1 minute bump into you while it was seemingly still in midair.

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To discern that you are disguised, a creature can use its You may reselect this ability multiple times, each time
action to inspect your appearance and must succeed on an choosing one of the following options:
Intelligence (Investigation) check against your save DC.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: This ability no longer requires concentration.
You can target an additional creature, maximum 5.
This ability no longer requires V or S components. Increase the damage by 1d8 to a maximum of 6d8.
This ability no longer requires concentration.
Increase the duration by 1 minute. Phantasmal Killer
Requirements: Four Illusion abilities
Mirror Image SP Cost: 2
Requirements: Two Illusion ability Casting Time: 1 action
SP Cost: 1 Range: 60 feet
Casting Time: 1 action Components: V, S, W
Range: Self Duration: Concentration, up to 1 minute
Components: V, S, W You craft an illusion that takes root in the mind of a creature
Duration: 1 minute that you can see within range. The target must make an
Three illusory duplicates of yourself appear in your space. Intelligence saving throw. On a failed save, you create a
For the duration, the duplicates move with you and mimic phantasmal object, creature, or other visible phenomenon of
your actions, shifting position so it's impossible to track your choice that is no larger than a 10-foot cube and that is
which images is real. You can use your action to dismiss the perceivable only to the target for the duration. This ability has
illusory duplicates. no effect on undead or constructs. Each time you reselect this
Each time a creature targets you with an attack during the ability the cube is increased by 5 feet.
ability's duration, roll a d20 to determine whether the attack The phantasm includes sound, temperature, and other
instead targets one of your duplicates. stimuli, also evident only to the creature.
If the number rolled is equal to or greaterh than 20 - 8 - the The target can use its action to examine the phantasm with
number of duplicates, you may change the attack's target to a an Intelligence (Investigation) check against the save DC. If
duplicate. the check succeeds, the target realizes that the phantasm is
A duplicates AC equal 10 + your Dexterity modifier. If an an illusion, and the ability ends.
attack hits a duplicate, teh duplicate is destroyed. A duplicate While a target is affected by the ability, the target treats the
can be destroyed only by an attack that hits it. It ignores all phantasm as if it were real. The target rationalizes any
other damage and effects. The ability ends when all illogical outcomes from interacting with the phantasm. For
duplicates are destroyed. example, a target attempting to walk across a phantasmal
A creature is unaffected by this ability if it can't see, if it bridge that spans a chasm falls once it steps onto the bridge.
relies on senses other than sight, such as blindsight, or if it If the target survives the fall, it still believes that the bridge
can perceive illusions as false, as with truesight. exists and comes up with some other explanation for its fall it
You may reselect this ability multiple times, each time was pushed, it slipped, or a strong wind might have knocked it
choosing one of the following options: off.
An affected target is so convinced of the phantasm’s reality
This ability no longer requires V or S components. that it can even take damage from the illusion. A phantasm
Increase the duration by 1 minute. created to appear as a creature can attack the target.
Increase the amount of duplicates by one, maximum of six Similarly, a phantasm created to appear as fire, a pool of acid,
duplicates. or lava can burn the target. Each round on your turn, the
phantasm can deal 4d6 psychic damage to the target if it is in
Fear the phantasm’s area or within 5 feet of the phantasm,
Requirements: Three Illusion abilities provided that the illusion is of a creature or hazard that could
SP Cost: 2 logically deal damage, such as by attacking. The target
Casting Time: 1 action perceives the damage as a type appropriate to the illusion.
Range: 30 feet You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Concentration, up to 1 minute
Increase the range by 10 feet.
Choose a single creature you can see within range, you this ability no longer requires V or S components.
project a phantasmal image of that creature’s worst fears that This ability no longer requires concentration.
is only visible to that creature. Each time you reselect this Increase the damage by 1d6.
ability the range increased by 10 feet.
The target must make a Intelligence saving throw. On a
failed save, the target becomes frightened for the duration. At
the end of each of the target’s turns before the spell ends, the
target must succeed on a Wisdom saving throw or take 2d8
psychic damage. On a successful save, the spell ends.

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Hallucinatory Terrain Increase the range by 10 feet.
Requirements: Four Illusion abilities This ability no longer requires V or S components.
Increase the duration by 1 day.
SP Cost: 2 A creature may take damage more than once each day.
Casting Time: 1 action You must have selected this ability three times before you
Range: 60 feet can select this option.
Components: V, S, W
Duration: 1 minute Mental Prison
You make terrain in an area up to 20-foot-cube look, sound, Requirements: Six Illusion abilities, Bankai
smell, and even feel like some other sort of terrain. each time SP Cost: 4
Each time you reselect this ability, the cube increases by 5 Casting Time: 1 round
feet. The terrain’s general shape remains the same, however. Range: 60 feet
Open fields or a road could be made to resemble a swamp, Components: S, W
hill, crevasse, or some other difficult or impassable terrain. A Duration: 1 minute
pond can be made to seem like a grassy meadow, a precipice You attempt to bind a creature within an illusory cell that only
like a gentle slope, or a rock-strewn gully like a wide and it perceives. One creature you can see within range must
smooth road. make an Intelligence saving throw
Similarly, you can alter the appearance of structures, or The target succeeds automatically if it is immune to being
add them where none are present. The spell doesn’t disguise, charmed.
conceal, or add creatures. On a successful save, the target takes 10d10 psychic
The illusion includes audible, visual, tactile, and olfactory damage, and the ability ends. On a failed save, the target
elements, so it can turn clear ground into difficult terrain (or takes 10d10 psychic damage, and you make the area
vice versa) or otherwise impede movement through the area. immediately around the target’s space appear dangerous to it
Any piece of the illusory terrain (such as a rock or stick) that in some way. You might cause the target to perceive itself as
is removed from the spell’s area disappears immediately. being surrounded by fire, floating razors, or hideous maws
A creature carefully examining the illusion can attempt an filled with dripping teeth. Whatever form the illusion takes,
Intelligence (Investigation) check against your spell save DC the target can’t see or hear anything beyond it and is
to disbelieve it. A creature who discerns the illusion for what restrained for the ability's duration. If the target is moved out
it is, sees it as a vague image superimposed on the terrain. of the illusion, makes a melee attack through it, or reaches
You may reselect this ability multiple times, each time any part of its body through it, the target takes 10d10 psychic
choosing one of the following options: damage, and the spell ends.
Increase the range by 10 feet. You may select this ability a second time, if you do, this
This ability no longer requires V or S components. ability affects creatures even if they are immune to being
Increase the duration by 1 minute. charmed and the damage is doubled.
Geas Double Dream
Requirements: Five Illusion abilities (Final Shikai) Requirements: Six illusion abilities, Bankai
SP Cost: 3 Your armament abilities or Kido that deal psychic damage,
Casting Time: 1 round ignore resistances. If a creature would be immune to psychic
Range: 20 feet damage, they instead take half damage.
Components: V, S, W Additionally, when you target a creature with an Illusion
Duration: 2 days ability or spell, and they are currently under the effects of
You place a magical command on a creature that you can see another Illusion ability or spell used by you, they have
within range, forcing it to carry out some service or refrain disadvantage on the saving throw.
from some action or course of activity as you decide. If the
creature can understand you it becomes charmed by you for
the duration. While the creature is charmed by you, it takes
5d10 psychic damage each time it acts in a manner directly
counter to your instructions, but no more than once each day.
A creature that can’t understand you is unaffected by this
ability.
Each time you reselect this ability the damage increases by
1d10.
You can issue any command you choose, short of an activity
that would result in certain death. Should you issue a suicidal
command, the ability ends. You can end the ability early by
using an action to dismiss it. A remove curse, greater
restoration, or similar magic or ability also ends it.
You may reselect this ability multiple times, each time
choosing one of the following options:

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Kidō
Expanded Kidō You create a magical ward on yourself that lasts for the
You learn two new spells of your choice from your class's duration. You can expend a spell slot, the ward has hit points
spell list, or one spell of your choice from any other spell list. equal to the spell level + your proficiency bonus. Whenever
you take damage, the ward takes the damage instead. If this
You may reselect this ability multiple times. damage reduced the ward to 0 hit points, you take any
Spell Blade remaining damage.
SP Cost: 2 You may reselect this ability multiple times, each time
Casting Time: Bonus action choosing one of the following options:
Range: Self This ability no longer require V or s components.
Components: V, S, W This ability no longer requires concentration.
Duration: Concentration, up to 1 round Increase the duration by 1 minute
You channel Kidō into your weapon. Arcane Channeling
When you use this ability, you must spend a spell slot, for Requirements: Three Kidō abilities and the ability to cast
the duration you gain a bonus to attack and damage rolls 3rd level spells
made with your armament equal to the level of the spell slot
expended for the duration. Once during your turn when you take the attack action and
You may reselect this ability multiple times, each time successfully land an attack with your armament, you may cast
choosing one of the following options: a spell as part of the same action. The spell must have a
This ability no longer requires V or S components. casting time of one action, and either have a range of touch or
This ability no longer requires concentration. require an attack roll. The attack deals damage normally;
Increase the duration by one round. then the effect of the spell is resolved.
You may reselect this ability multiple times, each time
Arcane Blade choosing one of the following options:
Requirements: One Kidō ability The spell you cast no longer needs to have a range of
When you score a critical hit with your armament, the target touch.
takes an additional 1d4 force damage and you regain an The spell you cast no longer need needs to require an
expended spell slot of your choice, maximum level two. attack roll.
You may reselect this ability multiple times, each time Counter Blade
choosing one of the following options: Requirements: Four Kidō abilities
Increase the damage dice size by one step, to a maximum SP Cost: Varys
of a 1d10. Casting Time: Reaction
Increase the max level of the spell slot you regain by one, Range: 40 feet
to a maximum of 7th level. Components: S, W
Duration: Instantaneous
Metamagic
Requirements: One Kidō ability If a creature you can see within range activates a weapon
ability you expend a number of SP points equal to that
You learn one Metamagic option of your choice. You also gain armaments Sp cost and make a Reiatsu check apposed by
2 sorcery points to spend on Metamagic (these points are that creatures Reiatsu check. If your check is greater than
added to any sorcery points you have from another source, their roll, the creatures weapon ability fails and has no effect.
but can be used only on Metamagic). You regain all spend This ability does not affect Final Shikai or Bankai abilities.
sorcery points when you finish a long rest. You may reselect this ability multiple times, each time
You may reselect this ability multiple times, each time choosing one of the following options:
choosing one of the following options:
Increase the range by 10 feet.
You gain another Metamagic option of your choice. You can affect Bankai abilities. You must have Bankai
You gain 1 additional sorcery point. before you can select this option.
Kidō Ward Omni Spell
Requirements: Two Kidō abilities Requirements: Five Kidō abilities (Final Shikai)
SP Cost: 1 SP Cost: 4
Casting Time: Bonus action Casting Time: 1 round
Range: Self Range: Special
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Special

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When you activate this ability you choose 3 spells you know. If the spell deals damage, you double the damage dice.
As part of the same action you simultaneously cast the If the spell would allow additional saving throws, the
chosen spells, choosing which order they resolve. You still affected creature rolls them with disadvantage.
need any necessary components to cast the chosen spells. If the spell has a duration, you may double it.
Additionally, these spells cannot be countered. If the spell had a single target and requires concentration,
You gain two levels of exhaustion. you do not need to concentrate.
You may reselect this ability multiple times, each time
choosing one of the following options:
This ability does not require V or S components.
You do not need the components for the chosen spells.
You can choose an additional spell with this ability.
Arcane Surge
Requirements: Six Kidō abilities, Bankai
SP Cost: 4
Casting Time: 1 action
Range: Special
Components: V, S, W
Duration: 2 minutes
When you active this ability, roll a d8. As part of the same
action you may activate the rolled option, or later as an action
on your turn during the duration.
d8 Effect
1 Roll on the Wild Magic table
For the duration, your movement is reduced by half
2
and you have resistance to all damage
You have advantage on ability checks and you reroll 1's
3
on attack and damage rolls for the duration
4 You cast Sleep with the 5d8's maximized
You instantaneously teleport yourself and any number
5 of other creatures within 5 feet of you, up to 100 feet.
Each creature appears in an unoccupied space
6 You cast Fireball
7 You regain 100 hit points
Your Kidō is drained to power a brilliant 60-foot radius
explosion centered on you. This ability expends all of
your Spell points and/or spell slots. This ability deals
8 1d8 force damage per spell slot expended or 2 points
of force damage per spell point expended. Each
creature within range must make a dexterity saving
throw. On a successful save they take half damage.

You may reselect this ability multiple times, each time


choosing one of the following options:
This ability no longer requires V or S components.
Increase the duration by 2 minutes.
When you activate this ability, you roll 2d8's instead and
choose one result. You must have selected this ability two
times before you can choose this option.
Critical Spell
Requirements: Six Kidō abilities, Bankai
Whenever you cast a spell that requires a saving throw, and
any affected creature rolls a 1 on their saving throw, you may
choose one of the following effects:

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Light
Radiant Form Your body glows with deadly light for the ability's duration.
SP Cost: 1 The light doesn't harm you. Until the ability ends, you gain
Casting Time: 1 action the following benefits:
Range: Self You have resistance to Necrotic and Radiant damage.
Components: V, S, W You shed magical bright light in a 10-foot-radius sphere
Duration: Until sealed and dim light for an additional 10 feet. Each time you
Your weapon becomes pure light. While this ability is active, reselect this ability, the sphere is increased by 10 feet.
your weapons damage type is changed to radiant damage. Any creature that moves inside the sphere for the first
If your weapon is a Summon, you may have this ability time on a turn or ends its turn there, takes 1d4 radiant
apply to it's natural weapons as well. You may dismiss this damage. Each time you reselect this ability, the damage
ability as as a bonus action. dice size is increased by one step to a maximum of 1d10.
You may reselect this ability multiple times, each time You may reselect this ability multiple times, each time
choosing one of the following options: choosing one of the following options:
You may activate this ability as a bonus action and dismiss This ability no longer requires V or S components.
it at will. While this ability is active you are instead immune to
This ability no longer requires V or S components. radiant damage.
Luminous Weapon Daylight
SP Cost: 2 Requirements: One Light ability
Casting Time: 1 action SP Cost: 1
Range: Self Casting Time: 1 action
Components: V, S, W Range: 30 feet
Duration: Concentration, until sealed Components: V, S, W
Your weapon illuminates with righteous energy, dealing an Duration: Concentration, up to 1 minute
additional 1d4 radiant damage. You may dismiss this ability A 20-foot-radius sphere of magical light spreads out from a
as a bonus action. point you choose within range. The sphere is bright light and
You may reselect this ability multiple times, each time sheds dim light for an additional 20 feet.
choosing one of the following options: The blinding light causes enemies within the area to have
You may activate this ability as a bonus action and dismiss disadvantage on attack rolls.
it at will. Nonmagical darkness can't darken the area. if the point you
This ability no longer requires V or S components. choose is on an object you are holding or one that isn't being
Increase the damage dice size by one step, to a maximum worn or carried, the light emanates from the object and
of a 1d12. moves with it. Completely covering the source of the light
with a opaque object, such as a bowl or a helm, blocks the
Incandescent Weapon light.
Requirements: One Light ability If any of this ability's area overlaps with an area of
darkness created by Kido of 2nd level or lower, the spell that
When you score a critical hit, the target takes an additional created the darkness is dispelled. Each time you reselect this
1d4 radiant damage, and is blinded. On each of its turns, the ability, the level of kido this ability dispels increases by one.
target can use an action to make a Constitution saving throw. If any of this ability's area overlaps with an area of
On a success, this effect ends. darkness created by a armament you make a Reiatsu check, if
You may reselect this ability multiple times, each time successful, the darkness is dispelled. Each time you reselect
choosing one of the following options: this ability, you gain a +1 bonus on this Reiatus check.
Increase the save DC by 1. You may reselect this ability multiple times, each time
Increase the damage die size by one step, to a maximum choosing one of the following options:
of 1d10. Increase the range and radius of this ability by 10 feet.
Aura of Light Increase the duration by 1 minute.
Requirements: Two Light abilities This ability no longer requires V or S components.
This ability no longer requires concentration.
SP Cost: 1
Casting Time: 1 action
Range: Self
Components: V, S, W
Duration: Concentration, until sealed

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Lightvision When the wall appears, each creature in its area must
Requirements: Daylight make a Constitution saving throw. On a failed save, a creature
takes 4d6 radiant damage, and it is blinded for 1 minute.
SP Cost: 1 On a successful save, it takes half as much damage and
Casting Time: 1 action isn't blinded.
Range: Touch A blinded creature can make a Constitution saving throw
Components: V, S at the end of each of its turns, ending the effect on itself on a
Duration: 1 minute success.
You touch a willing creature giving it's eyes a luminous glow. A creature that ends its turn in the walls area takes 4d6
For the duration, that creature has darkvision out to a range radiant damage. Until the spell ends, you can use an action to
of 60 feet. Additionally, the creature is unaffected by bright launch a beam of light from the wall at one creature you can
light. Each time you reselect this ability, the range is see within 40 feet of it.
increased by 10 feet. Make a ranged attack. On a hit, the target takes 4d6
You may reselect this ability multiple times, each time radiant damage. Whether you hit or miss, reduce the length
choosing one of the following options: of the wall by 10 feet. If the walls length drops to 0 feet, the
ability ends.
Increase the duration of this ability by 1 minute. Each time you reelect this ability, increase the damage by
This ability no longer requires V components. 1d6.
Affected creatures may see into magical darkness, and You may reselect this ability multiple times, each time
while this ability is active, the affected creatures are choosing one of the following options:
immune to being Blinded. You must have selected this
ability two times before you can select this option. Increase the range, height, and length of this ability by 10
feet.
Luminous Blast This ability no longer requires V or S components.
Requirements: Two Light abilities This ability no longer requires concentration.
SP Cost: 2 The blind duration is increased by 1 minute.
Casting Time: 1 action Burst of Light
Range: 80 feet Requirements: Four Light abilities (Final Shikai)
Components: V, S, W
Duration: Instantaneous SP Cost: 3
A beam of light streaks toward a creature within range. Make Casting Time: 1 round
a ranged attack against the target. On a hit, the target takes Range: Self
3d8 radiant damage. Components: V, S, W
Each time you reselect this ability, you gain an additional Duration: Instantaneous
beam to a maximum of four beams. You can direct the The light of dawn shines outward from you in a 60-foot-
additional beams at the same target or a different one, you radius-sphere centered on you. This light is sunlight. Each
must make a separate attack roll for any additional beams. creature within the area takes 7d8 radiant damage and is
You may reselect this ability multiple times, each time blinded for 1 minute.
choosing one of the following options: A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. On a
This ability no longer requires V components. successful save, it is no longer blinded.
The range is increased by 10 feet. This ability dispels any darkness in its area that was
Increase the damage die size to a d10. You must have created by Kido. Each time you reselect this ability, increase
select this ability four times before you can select this the damage by 1d8.
option. You may reselect this ability multiple times, each time
Wall of Light choosing one of the following options:
Requirements: Three Light abilities This ability no longer requires V or S components.
SP Cost: 2 Increase the radius sphere by 10 feet.
Casting Time: 1 action Increase the save DC 2.
Range: 60 feet
Components: V, S, W
Duration: Concentration, until sealed
A shimmering wall of bright light 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. It emits bright light out to 60 feet and
dim light for an additional 60 feet.

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Supernova
Requirements: Five Light abilities, Bankai
SP Cost: 4
Casting Time: 1 round
Range: 100 feet
Components: V, S, W
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot-radius-sphere centered
on a point you choose within range. Each creature in that
light must make a Constitution saving throw. On a failed save,
a creature takes 20d6 radiant 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 darkness in its area that was created
by Kido.
If a creature is slain by this ability they are vaporized, gone,
and utterly destroyed. Only the direct intervention of a deity
can restore an annihilated character.
You may select this ability a second time, if you do the
radius sphere is doubled, creatures are blinded whether they
succeed the save or not, and the damage dice size is
increased to d10.
Holy Light
Requirements: Six Light abilities, Bankai
Your Light abilities are increased in power.
Your armament abilities or Kido that deal radiant damage
ignore resistances. If a creature would be immune to radiant
damage, it instead takes half damage.

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Lightning
Lightning Form You are able to deflect lighting. If you would be subjected to a
SP Cost: 1 bolt of lightning or similar effect, and you succeed the saving
Casting Time: 1 action throw or if it's an attack that hits you, you reduce the damage
Range: Self by 1d10 + Dexterity modifier + Proficiency bonus. If you
Components: V, S, W would reduce the damage to zero you deflect the effect,
Duration: Until sealed causing it to fail.
You may reselect this ability multiple times, each time
Your weapon becomes pure electricity. While this ability is choosing one of the following options:
active, your weapons damage type is changed to lightning
damage. You may use this ability even if you fail the saving throw.
If your weapon is a Summon, you may have this ability You further reduce the damage you take by an amount
apply to it's natural weapons as well. You may dismiss this equal to your level.
ability as as a bonus action. When you would successfully deflect an effect, you can
You may reselect this ability multiple times, each time instead redirect it. As part of the reaction, you change the
choosing one of the following options: direction or targets of the effect. Any creatures within the
new area must make the appropriate saving throw and
You may activate this ability as a bonus action and dismiss suffer any damage or effects as stated by the effect. If a
it at will. ranged attack would need to be made, you do so at
This ability no longer requires V or S components. proficiency with a range of 10 x proficiency bonus.
Electric Weapon Lightning Shield
SP Cost: 2 Requirements: Two Lightning abilities
Casting Time: 1 action SP Cost: 1
Range: Self Casting Time: 1 action
Components: V, S, W Range: Self
Duration: Concentration, until sealed Components: V, S, W
Your weapon is charged with electricity, dealing an additional Duration: Concentration, until sealed
1d4 lightning damage. You may dismiss this ability as a Lightning sparks across your body for the duration. The
bonus action. lightning doesn't harm you. Until the ability ends, you gain
You may reselect this ability multiple times, each time the following benefits:
choosing one of the following options:
You have resistance to lightning and thunder damage.
You may activate this ability as a bonus action and dismiss All forms of movement are increased by 10 feet. Each
it at will. time you reselect this ability this bonus increases by 5
This ability no longer requires V or S components. feet.
Increase the damage dice size by one step, to a maximum Any creature that moves within 5 feet of you for the first
of a 1d12. time on a turn or ends its turn there takes 1d4 lightning
Shocking Weapon
damage. Each time you reselect this ability, the damage
Requirements: One lightning ability dice size is increased by one step, to a maximum of a
1d10.
When you score a critical hit, the target takes an additional You may reselect this ability multiple times, each time
1d4 lightning damage, and is stunned. At the beginning of choosing one of the following options:
each of its turns, the target can make another Constitution
saving throw. On a success, this effect ends. This ability no longer requires V or S components.
You may reselect this ability multiple times, each time This ability no longer requires Concentration.
choosing one of the following options: You are immune to lightning damage instead.
You may choose if this ability's damage effects creatures
Increase the save DC by 1. or not.
Increase the damage die size by one step, to a maximum
of 1d10. Lightning Bolt
Requirements: Three Lightning abilities
Deflect Bolt
Requirements: One Lightning ability SP Cost: 2
Casting Time: 1 action
SP Cost: 1 Range: Self
Casting Time: Reaction Components: V, S, W
Range: Self Duration: Instantaneous
Components: S, W
Duration: Instantaneous

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A stroke of lightning forming a line 60 feet long and 5 feet You must either have line of sight to your destination or you
wide blasts out from you in a direction you choose. must specify a direction and distance within range. Creatures
Each creature in the light must make a Dexterity saving and objects in the path of your passage take 5d8 points of
throw. A creatures takes 6d6 lightning damage on a failed Lightning damage or half as much one successful save.
save, or half as much damage on a successful one. The If your path intersects with a solid object, you damage the
lightning ignites flammable objects in the area that aren't barrier accordingly. If the damage is enough to break through
being worn or carried. the barrier, you continue beyond the barrier as long as the
You may reselect this ability multiple times, each time ability's range permits; otherwise, your movement stops in
choosing one of the following options: the square adjacent to the barrier and the effect ends.
You may reselect this ability multiple times, each time
This ability no longer requires V components. choosing one of the following options:
Increase the length by 5 feet.
Increase the damage by 1d6. This ability no longer requires V or S components.
For each creature that failed their saving throw, you have Increase the damage by 1d8.
up to one bolt leap from that creature to a target within 30 When you arrive at your destination, each creature within
feet. A target can be a creature or an object and can only 10 feet must make a Dexterity saving throw. Taking 3d6
be targeted by one of the bolts. You must have selected lightning damage on failed save, or half as much on a
this ability twice before you can choose this option. success.
Call Lightning Lightning Sphere
Requirements: Four Lightning abilities Requirements: Five Lightning abilities (Final Shikai)
SP Cost: 2 SP Cost: 2
Casting Time: 1 action Casting Time: 1 action
Range: 80 feet Range: 200 feet
Components: V, S, W Components: V, S, W
Duration: Concentration, up to 1 minute Duration: Instantaneous
A storm cloud appears in the shape of a cylinder that is 10 A crackling globe of electric energy streaks from your
feet tall with a 20-foot radius, centered on a point you can see fingertips to a point of your choice within range, where it
within range directly above you. The ability fails if you can’t explodes in a 60-foot-radius sphere. Each creature within the
see a point in the air where the storm cloud could appear (for area takes 7d8 Lightning damage.
example, if you are in a room that can’t accommodate the You may reselect this ability multiple times, each time
cloud). Each time you select this ability increase the radius choosing one of the following options:
increases by 5 feet.
When you use this ability, choose a point you can see Increase the range by 10 feet.
within range. A bolt of lightning flashes down from the cloud Increase the radius by 10 feet.
to that point. Each creature within 5 feet of that point must Supercharged
make a Dexterity saving throw. A creature takes 4d6 Requirements: Six Lighting abilities
Lightning damage on a failed save, or half as much damage
on a successful one. On each of your turns until the ability SP Cost: 1
ends, you can use your action to call down lightning in this Casting Time: Reaction
way again, targeting the same point or a different one. Range: Self
You may reselect this ability multiple times, each time Components: -
choosing one of the following options: Duration: Concentration, up to 1 minute
Increase the range by 10 feet. While in Bankai, when you are subject to an ability or spell
This ability no longer requires V components. that deals 15 points or more of Lightning damage, as a
This ability no longer requires Concentration. reaction you are unaffected by that ability or spell and
Increase the damage by 1d6. activate this ability. While this ability is active you gain the
following benefits:
Storm Step Increase all forms of movement by 30 feet.
Requirements: Four Lightning abilities You Dexterity score becomes 20.
SP Cost: 2 You gain advantage on Dexterity saving throws and skill
Casting Time: 1 action checks.
Range: 100 feet You regain 5 hit points at the start of your turn as long as
Components: V, S, W you are conscious.
Duration: Instantaneous You are immune to the Exhaustion and Paralyzed
You transform into a bolt of Lightning and transport yourself conditions.
to an area within range. Each time you reselect this ability the
range increases by 10 feet.

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You may reselect this ability a second time, if you do you gain
the following benefits instead:
Increase all forms of movement by 60 feet.
You Dexterity score becomes 24.
You gain advantage on Dexterity saving throws and skill
checks. Additionally, you gain a bonus equal to your level.
You regain 10 hit points at the start of your turn as long as
you are conscious.
You are immune to the Exhaustion, Paralyzed,
Incapacitated and Poisoned conditions.
Suberbolts
Requirements: Six Lightning abilities, Bankai
Your Lighting abilities are increased in power.
Your armament abilities or Kido that deal lightning damage
ignore resistances. If a creature would be immune to
lightning damage, it instead takes half damage.

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Oppression
Oppressive Aura You may reselect this ability multiple times, each time
Requirements: Charisma 14, Proficiency in Intimidation choosing one of the following options:
SP Cost: 4 Increase the penalty by 2.
Casting Time: 1 action Choose an additional ability score this penalty applies too.
Range: Self
Components: V, S, W Suppress Magic
Duration: Concentration, until sealed Requirements: Oppressive Aura, and three other Oppression
abilities
You unleash your reiatsu in a 30-foot-radius sphere centered
on you. This sphere moves with you. Any creature within this Creatures affected by your Oppressive Aura have one spell
sphere must make a Reaitsu check opposed by your Reiatsu slot they are barred from using, starting from their highest.
check. On a failure, they are subjected to the effects of your You may reselect this ability multiple times, each time
Oppressive Aura. affecting an additional spell slot.
Affected creatures within the sphere roll a d4 and subtract
the number rolled from any attack roll they make. You may Suppress Damage
also choose a number of creatures equal to your proficiency Requirements: Oppressive Aura, and four other Oppression
bonus + 1 to not be affected by your Oppressive Aura. abilities
The radius of the sphere is increased by 10 feet for every
other Oppression ability you possess. The damage die size of any ability, attack or spell of a
You may reselect this ability multiple times, each time creature or object affected by your Oppressive Aura is
choosing one of the following options: reduced by one step, to a minimum of 1d4.
Increase the radius of the sphere by 10 feet. Suppress Saves
This ability no longer requires V or S components. Requirements: Oppressive Aura, and five other Oppression
Increase the dice size by on step, to a maximum of a 1d8. abilities
Increase the number of creatures you can choose to not
be affected by this ability by four. Whenever a creature affected by your Oppressive Aura makes
a saving throw, they must roll a d4 and subtract the number
Suppress Speed rolled from the saving throw.
Requirements: Oppressive Aura You may reselect this ability multiple times, each time
increasing the die size by one step, to a maximum of a 1d12.
Creatures affected by your Oppressive Aura have all their
forms of movement reduced by 5 feet, to a minimum of 5 feet. Suppress Vitality
You may reselect this ability multiple times, each time Requirements: Oppressive Aura, and six other oppression
reducing speed by 5 feet. abilities (Final Shikai)
Suppress Skill
SP Cost: 4
Casting Time: 1 round
Requirements: Oppressive Aura Range: -
Whenever a creature affected by your Oppressive Aura makes Components: V, S, W
a skill check, they must roll a d4 and subtract the number Duration: Concentration, up to 5 minutes
rolled from it. Your Reiatsu becomes overwhelming, making it difficult to
You may reselect this ability multiple times, each time breathe. For the duration you are considered incapacitated.
increase the die size by one step to a maximum of a 1d12. The air within your Oppressive Aura is no longer breathable
except for you. You can concentrate on this ability and
Suppress Armor Oppressive Aura at the same time, however you have
Requirements: Oppressive Aura disadvantage on concentration checks.
You may reselect this ability multiple times, each time
Creatures affected by your Oppressive Aura have their Armor choosing one of the following options:
Class reduced by 2 to a minimum of 1.
You may reselect this ability multiple times, each time This ability no longer requires V or S components.
reducing their Armor Class by 2. Increase the duration by 1 minute.
Suppress Ability
Requirements: Oppressive Aura, and two other Oppression
abilities
Choose an ability score, this choice is permanent. Creatures
affected by your Oppressive Aura have the the chosen ability
score reduced by 2, to a minimum of 6.

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Suppress Power
Requirements: Oppressive Aura, Six other Oppression
abilities and Bankai
Creatures affected by your Oppressive Aura have a 20%
chance that any spell they cast fails.
You may reselect this ability multiple times, each time
choosing one of the following options:
Increase the percent chance of failure by 10%, maximum
50%.
This ability also affects weapon abilities

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Poison
Poison Form This ability can penetrate most barriers, but it is blocked by
SP Cost: 1 1 foot of stone, 1 inch of common metal, a thin sheet of lead,
Casting Time: 1 action or 3 feet of wood or dirt.
Range: Self You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: Until sealed Increase the range by 10 feet.
Your weapon becomes pure poison. While this ability is This ability is no longer blocked by 1 foot of stone or 1
active, your weapons damage type is changed to poison inch of common metal.
damage. This ability is no longer blocked by a thin sheet of lead or
If your weapon is a Summon, you may have this ability 3 feet of wood or dirt. You must have selected this ability
apply to it's natural weapons as well. You may dismiss this twice before you can choose this option.
ability as as a bonus action. Poison Cloud
You may reselect this ability multiple times, each time Requirements: One Poison ability
choosing one of the following options:
SP Cost: 2
You may activate this ability as a bonus action and dismiss Casting Time: 1 action
it at will. Range: 30 feet
This ability no longer requires V or S components. Components: V, S, W
Duration: Concentration, up to 1 minute
Venomous Weapon
SP Cost: 2 You create a 20-foot-radius sphere of poisonous gas centered
Casting Time: 1 action on a point within range. The sphere spreads around corners,
Range: Self and its area is heavily obscured, It lasts for the duration or
Components: V, S, W until a wind of moderate or greater speed (at least 10 miles
Duration: Concentration, until sealed per hour) disperses it.
While within range, as an action you can move the cloud up
Your weapon secretes poison, dealing an additional 1d4 to 20 feet and shape the gas in any way you choose so long as
poison damage. You may dismiss this ability as a bonus it a 5x5 portion of the cloud is adjacent to another. Any
action. creatures that begins or ends its turn within the cloud must
You may reselect this ability multiple times, each time succeed on a Constitution saving throw or be poisoned for
choosing one of the following options: the duration. At the end of each of its turns, the target can
You may activate this ability as a bonus action and dismiss make another Constitution saving throw. On a success, the
it at will. ability ends on the target.
This ability no longer requires V or S components. Each time you reselect this ability the range increases by
Increase the damage dice size by one step, to a maximum 20 feet.
of a 1d12. You may select this ability multiple times, each time
choosing one of the following options:
Toxic Weapon Increase the range by 10 feet.
Requirements: One Poison ability This ability no longer requires V or S comonents.
When you score a critical hit, the target takes an additional This ability no longer requires Concentration.
1d4 poison damage, and is poisoned. On each of its turns, the Increase the duration b 1 minute.
target can use an action to make a Constitution saving throw. Increase the save DC by 1.
On a success, this effect ends. Poison Shield
You may reselect this ability multiple times, each time Requirements: Two Poison abilities
choosing one of the following options:
SP Cost: 1
Increase the save DC by 1. Casting Time: 1 action
Increase the damage die size by one step, to a maximum Range: Self
of 1d10. Components: V, S, W
Poison Sense
Duration: Concentration, until sealed
Requirements: One Poison ability Poisonous gas surrounds your body for the duration. The
poison does not affect you. Until the ability ends, you gain the
While your armament is released you can sense the presence following benefits:
and location of poisons, poisonous creatures, and diseases
within 30 feet of you. You also identify the kind of poison, You have resistance to acid and poison damage.
poisonous creature, or disease in each case.

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A creature that touches you, hits you with a melee attack At the end of each long rest, an infected creature can make
or ends their within 5 feet of you, takes 1d4 poison a Constitution saving throw. On a successful save, the DC for
damage. Every time you reselect this ability the damage this save and for the save to avoid an attack of mad laughter
dice size is increased by one step to a maximum of a 1d10. drops by 1d6. When the saving throw DC drops to 0, the
You can use your action to create a 15-foot cone of creature recovers from the disease.
poisonous gas extending out from you in a direction you Sewer Plague: Symptoms manifest 1d6 days after
choose. Each creature in the cone must make a infection and include fatigue and cramps. The infected
Constitution saving throw. A creature takes 2d6 poison creatures gains one level of exhaustion that can't be removed
damage on failed save, and half as much damage on a until the disease is cured or as stated below, and it regains
successful one. Using this ends the ability. Each time you only half the normal of hit points from spending Hit Dice and
reselect this ability, the cone increases by 5 feet. when taking a long rest, the creature must spend Hit Die to
You may reselect this ability multiple times, each time regain hit points; spent hit dice are then regained as normal.
choosing one of the following options: At the end of each long rest, an infected creature must
make a Constitution saving throw. On a failed save, the
This ability no longer requires V or S components. creature gains one level of exhaustion. On a successful save,
This ability no longer requires Concentration. the creatures exhaustion level decreases by one level. If a
You are instead immune to poison damage and the successful saving throw reduces the infected creature’s level
poisoned condition. of exhaustion to 0 or below, the creature recovers from the
Increase the damage of the cone by 1d6. disease.
Sight Rot: Symptoms manifest 1d6 minutes after infection
Cone of Poison and include bleeding from the eyes. The creature’s vision
Requirements: Three Poison abilities starts to become blurry. The creature takes a −1 penalty to
SP Cost: 2 attack rolls and ability checks that rely on sight. At the end of
Casting Time: 1 action each long rest after the symptoms appear, the creature must
Range: Self make a Constitution saving throw, on a failure the penalty
Components: V, S, W worsens by 1. On a success, the penalty is reduced by 1.
Duration: Instantaneous When it reaches −5, the victim is blinded until its sight is
restored by magic such as lesser restoration or heal. If a
A puff of poisonous gas erupts from you. Each creature in a successful saving throw reduced the penalty to 0 or below,
60-foot cone must make a Constitution saving throw. A the creature recovers from the disease.
creatures takes 3d8 poison damage on a failed save, or half Sight rot can be cured using a rare flower called Eyebright,
as much damage on a successful one. which grows in some swamps. Given an hour, a character
You may reselect this ability multiple times, each time who has proficiency with an herbalism kit can turn the flower
choosing one of the following options: into one dose of ointment. Applied to the eyes before a long
This ability no longer requires V or S components. rest, one dose of it prevents the disease from worsening after
Increase the cone size by 5 feet. that rest. After three doses, the ointment cures the disease
Increase the damage by 1d6. entirely.
Mage Pox: Symptoms manifest 1d6 minutes after
Blighter infection and include vertigo and small blue dots across their
Requirements: Four Poison abilities body. Whenever the creatures casts a spell there is a 10%
chance the spell fails. At the end of each long rest the
You ravage your foes with a deadly disease. Whenever a creature must make a Constitution saving throw, on a failure
creature is dealt poison damage or gains the poisoned the spell failure chance increases by 5%. On a success, its
condition from one of your weapon abilities or spells, you reduced by 5%. If a successful saving throw reduced the spell
may infect them with one of your diseases selected from failure to 0% or below, the creature recovers from the
below, your choice. disease.
Cackle Fever: Symptoms manifest 1d6 hours after You may reselect this ability multiple times, each time
infection and include fever and disorientation. The infected choosing one of the following options:
creature gains one level of exhaustion that can’t be removed Reduce the amount of time for symptoms to manifest
until the disease is cured. from a d6 to a d4.
Any event that causes the infected creature great stress — Increase any damage from this ability by 1d6.
including entering combat, taking damage, experiencing fear, Increase the save DC by 1.
or having a nightmare — forces the creature to make a
Constitution saving throw. On a failed save, the creature
takes 1d6 psychic damage and becomes incapacitated with
mad laughter for 1 minute.
The creature can repeat the saving throw at the end of
each of its turns, ending the mad laughter and the
incapacitated condition on a success.

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Venomancer exhaustion on a failure. As long as you maintain
Requirements: Four Poison abilities concentration, each creature must make a Constitution
saving throw at the end of its turn. On a success a level of
SP Cost: 2 exhaustion gained by this ability is removed, on a failure they
Casting Time: 1 action gain a level of exhaustion.
Range: Vary You may reselect this ability multiple times, each time
Components: V, S, W choosing one of the following options:
Duration: 1 minute
Incantation: Words This ability does not require V or S components.
You ravage your foes with a lethal poison. As an action you Increase the cone size by 20 feet.
can conjure one dose of poison of your choice from the list Pestilence
below. One does created this way can be applied to one Requirements: Six Poison abilities, Bankai
weapon, or three pieces of Ammunition, or smeared on a 5x5
surface or three servings of food or water. If a dose is not SP Cost: 4
applied or used within the duration, it expires and loses its Casting Time: Casting Time
potency. Range: Range
Pygmy Poison (Contact): A creature subjected to this Components: V, S, W
poison must succeed on a Constitution saving throw or be Duration: Concentration
poisoned for the duration. The poisoned creature can't take You create a 40-foot-radius sphere of poisonous fog centered
bonus actions or reactions. The creature can repeat the on you that follows you. The sphere spreads around corners,
saving throw at the end of each of its turns, ending the effect and its area is lightly obscured. It lasts for the duration or
on itself on a success. until a wind of strong or greater speed (at least 21 miles per
Oil of Paralysis (Ingested): A creature subjected to this hour) disperses it.
poison must succeed on a Constitution saving throw or be Each creature in the fog (except you) must make a
poisoned for the duration. The poisoned creature is Constitution saving throw. On a failed save, a creature takes
paralyzed. The creature can repeat the saving throw at the 20d6 poison damage and is poisoned for 1 minute. On a
end of each of its turns, ending the effect on itself on a successful save, it takes half as much damage and isn't
success. poisoned by this ability.
Enmity Dust (Inhaled): A creature subjected to this A creature poisoned by this ability has its ability scores
poison must succeed on a Constitution saving throw or be reduced by 1. A creature is allowed an additional saving
poisoned for the duration. The poisoned creature must spend throw at the end of each of its turns. On a successful save 1
it's action on it's turn to take the Attack action against the point of this reduction is removed, a failure, their ability
nearest creature. scores are further reduced by 1. A creature within the fog has
The creature can repeat the saving throw at the end of disadvantage on the saving throw.
each of its turns, ending the effect on itself on a success. All non-magical flora and fauna within the cloud withers
Serpent Venom (Injury): A creature subjected to this and dies.
poison must succeed on a Constitution saving throw or be You may reselect this ability a second time, if you do the
poisoned for the duration. The poisoned creature takes 2d6 radius, duration of the poison is doubled and the damage is
poison damage at the beginning of each of its turns. The increased to a d10.
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Putrid Poison
You may reselect this ability multiple times, each time Requirements: Six Poison abilities, Bankai
choosing one of the following options:
Your Poison abilities are increased in power.
Increase the duration by 1 minute. Your armament abilities or Kido that deal poison damage
You conjure an additional dose. ignore resistances. If a creature would be immune to poison
Increase the damage this ability does by 1d6. damage, it instead takes half damage.
Increase the save DC by 1.
Contagion
Requirements: Five Poison abilities (Final Shikai)
SP Cost: 3
Casting Time: 1 round
Range: Self
Components: V, S, W
Duration: Concentration
You spew out a toxic deluge in a 30-foot cone out from you.
Each creature in the area takes 7d8 poison damage.
Additionally, each creature dealt damage this way must
make a Constitution saving throw gaining one level of

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Projectile
Projectile Form Increase the cone by 10 feet.
SP Cost: 2 Sphere Attack
Casting Time: 1 action Requirements: Projectile Form and one other Projectile
Range: Self ability
Components: V, S, W
Duration: Until sealed While your weapon is in Projectile Form, once on your turn
Your weapon changes to it's "Projectile Form". As a bonus when you make an attack, the attack can instead take the
action you can revert your weapon back to its original form. form of a 20-foot-radius sphere centered on your target.
While in this form your weapon gains the following traits: You may reselect this ability multiple times, each time
choosing one of the following options:
You cannot make attacks of opportunity with this weapon.
Your weapon cannot gain or benefit from any weapon Increase the radius by 10 feet.
properties. Cylinder Attack
This weapon cannot be disarmed or targeted. Requirements: Projectile Form and one other Projectile
Your weapons damage type can be bludgeoning, piercing ability
or slashing. You must choose one before you make any
attacks. While your weapon is in Projectile Form, once on your turn
You do not make "ranged" or "melee" attack rolls with this when you make an attack, the attack can instead take the
weapon. When you would make an attack with this form of a 10-foot-radius and 30-foot high cylinder centered on
weapon, instead you choose a target within 60 feet you your target.
can see. They make a Dexterity saving throw. On a failed You may reselect this ability multiple times, each time
saving throw they take damage. Half as much damage on choosing one of the following options:
a success. When a targeted creature would roll a 1 on this
saving throw, it is considered a critical hit for weapon Increase the radius and height by 10 feet.
abilities that would benefit from critical hits.
Emanation
Each time you reselect this ability or another Projectile Requirements: Projectile Form and two other Projectile
ability, the range is increased by 10 feet. abilities
You may reselect this ability multiple times, each time SP Cost: 2
choosing one of the following options: Casting Time: 1 action
You may activate this ability as a bonus action. Range: Self
Increase the range by 10 feet. Components: V, S, W
This ability no longer requires V or S components. Duration: Concentration, up to 1 minute
While in this form, your weapon deals an additional 1d4 While in projectile form, your weapon begins to surround you
damage. providing you an offensive defense. For the duration you
You can make Opportunity attacks while in this form. You cannot move.
must have selected this ability 3 times before you can You are surrounded by a 10-foot radius, 20-foot high
select this option. cylinder centered on the square yo occupy. Any creature that
Line Attack would begin its turn, end its turn, or come in contact with the
Requirements: Projectile Form cylinder must make a Dexterity saving throw. On a failed save
taking 4d6 bludgeoning, piercing or slashing damage (your
While your weapon is in Projectile Form, once on your turn choice) or half as much on a successful save.
when you make an attack, the attack can instead take the You may reselect this ability multiple times, each time
form of a line thats 50 feet long and 5 feet wide originating choosing one of the following options:
from you and centered on your target. This ability no longer requires V or S components.
You may reselect this ability multiple times, each time Increase the radius and height by 5 feet.
choosing one of the following options: Increase the duration by 1 minute.
Increase the length of the line by 10 feet. Increase the damage by 1d6.
Cone Attack
Requirements: Projectile Form
While your weapon is in Projectile Form, once on your turn
when you make an attack, the attack can instead take the
form of a 15-foot cone centered on your target.
You may reselect this ability multiple times, each time
choosing one of the following options:

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Shaping
Requirements: Projectile Form and three other Projectile
abilities
When you use a Projectile ability that forces other creatures
to make a saving throw, you can protect some of those
creatures from the ability. Choose two of those creatures, the
chosen creatures succeed on their saving throw and take no
damage from the ability.
You may reselect this ability multiple times, each time
choosing two additional creatures.
Increased Mass
Requirements: Projectile Form, three other Projectile
abilities, Bankai
Evasion and similar abilities do not function against your
Projectile abilities.
Increased Velocity
Requirements: Projectile Form, three other Projectile
abilities, Bankai
Creatures have disadvantage on Dexterity saving throws
against your Projectile abilities.

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Sound
Sound Form You create sound or manipulate non-magical sound in an
SP Cost: 1 area within range and that fits within a 5-foot cube. Choose
Casting Time: 1 action one of the following effects:
Range: Self You create a sound that lasts for the duration. You can
Components: V, S, W dismiss it as an action. The volume can range from a
Duration: Until sealed
whisper to a scream. The sound continues unabated
Your weapon becomes pure sound. While this ability is active, throughout the duration, or you can make discrete sounds at
your weapons damage type is changed to thunder damage. different times before the effect ends.
If your weapon is a Summon, you may have this ability
apply to it's natural weapons as well. You may dismiss this You can either increase or decrease the volume of any and
ability as as a bonus action. all sounds within the area. You can decrease the volume of
You may reselect this ability multiple times, each time the area down to a whisper or increase it to that of
choosing one of the following options: thunder.
Within the area, you can change the current existing
You may activate this ability as a bonus action and dismiss sounds characteristics, such as pitch, texture, timbre, or
it at will. spatial location. For example, make someones voice
This ability no longer requires V or S components. sound an octave higher or lower, make a subject sound
Sonic Weapon
like someone else, change the sound of of a conversation
to the sound of a crowd, or make the sounds sound further
SP Cost: 2 away or closer, or change the sound of an instrument to
Casting Time: 1 action sound like another. Any non-willing creature is allowed a
Range: Self Constitution saving throw to resist the changes.
Components: V, S, W
Duration: Concentration, until sealed If you use this ability multiple times, you can only have a
Your weapon reverberates, dealing an additional 1d4 thunder number of its effects, equal to your proficiency bonus, active
damage. You may dismiss this ability as a bonus action. at a time.
You may reselect this ability multiple times, each time Each time you reslect this ability, the cube is increased by 5
choosing one of the following options: feet.
You may reselect this ability multiple times, each time
You may activate this ability as a bonus action and dismiss choosing one of the following options:
it at will. You may affect magical sound.
This ability no longer requires V or S components. Incrase the range by 10 feet.
Increase the damage dice size by one step, to a maximum Increase the duration by 1 hour.
of a 1d12.
Deafening Weapon Sound Shield
Requirements: One Sound ability Requirements: Two Sound abilities
SP Cost: 1
When you score a critical hit, the target takes an additional Casting Time: 1 action
1d4 thunder damage, and is deafened. On each of its turns, Range: Self
the target can use an action to make a Constitution saving Components: V, S, W
throw. On a success, this effect ends. Duration: Concentration, until sealed
You may reselect this ability multiple times, each time You manipulate sound waves to surround your body for the
choosing one of the following options: duration. This sound does not harm you or your equipment.
Increase the save DC by 1. Until the ability ends, you gain the following benefits:
Increase the damage die size by one step, to a maximum You have resistance to energy damage.
of 1d10. A creature that touches you, hits you with a melee attack
Sculpt Sound or ends their turn adjacent to you, takes 1d4 thunder
Requirements: One Sound ability damage. Every time you reselect this ability, this damage
die size increases by one step, to a maximum of a 1d10.
SP Cost: 1 As an action you can end this ability by dispersing the
Casting Time: 1 action Sound Shield in a violent burst. Each creature within 30
Range: 60 feet feet of you must succeed a Constitution saving throw. Take
Components: S 2d6 thunder damage, or half as much on a successful
Duration: Instantaneous or 1 hour save. Each time you reselect this ability the range
increases by 5 feet.

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You may reselect this ability multiple times, each time Sonic Boom
choosing one of the following options: Requirements: Five Sound abilities (Final Shikai)
This ability no longer requires V or S components. SP Cost: 3
This ability no longer requires concentration. Casting Time: 1 round
You are now immune to thunder damage. If you select this Range: Self
option a second time, you are immune to being deafened. Components: V, S, W
Increase the damage of the burst by 1d6. Duration: Instantaneous
Cone of Sound A cacophonous boom erupts out from you in a 60-foot-radius-
Requirements: Three Sound abilities sphere centered on you.
SP Cost: 2 Each creature within the area takes 7d18 thunder damage
Casting Time: 1 action and must make a Constitution saving throw.
Range: Self On a failed save, a creature is deafened for 1 minute and
Components: V, S, W knocked back up to 10 feet away landing prone. On a
Duration: Instantaneous successful not being knocked back or becoming prone. A
creature deafened by this ability makes another Constitution
A boom cone of sound erupts from you. Each creature in a saving throw at the end of each of its turns. On a successful
60-foot cone must make a Constitution saving throw. A save, it is no longer deafened.
creature takes 6d6 thunder damage on a failed save, or half Each time you select this ability, increase the damage by
as much damage on a successful one. 1d8.
You may reselect this ability multiple times, each time You may reselect this ability multiple times, each time
choosing one of the following options: choosing one of the following options:
This ability no longer requires V or S components. This ability no longer requires V or S components.
Increase the cone by 5 feet. Increase the radius sphere by 10 feet.
Increase the damage by 1d6. Increase the save DC by 2.
Wall of Sound Disruption Field
Requirements: Four Sound abilities Requirements: Six Sound abilities and Bankai
SP Cost: 2 SP Cost: 4
Casting Time: 1 action Casting Time: 1 round
Range: 60 feet Range: Self
Components: V, S, W Components: V, S, W
Duration: Concentration, until sealed Duration: Concentration, until sealed
You create a semi-physical barrier of sound within range, it You create a barrier of sound that surrounds you. This barrier
can be free floating or on a surface. You can make the wall up is a 40-foot-sphere centered on you, this barrier moves with
to 60 feet long, 20 feet high, and 1 foot thick, a ringed wall up you. While active you and allies gain the following benefits:
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 You and allies within the field gain advantage on saving
is translucent and lasts for the duration. throws against abilities and spells that would deal energy
When the wall appears, each creature within its area must damage.
make a Constitution saving throw. On a failed save, a creature You and your allies have immunity to being deafened.
takes 4d6 thunder damage, or half as much damage on a Enemies that begin or end their turn within the field must
successful save. You may also designated if sound from make a constitution saving throw taking 10d6 thunder
within can pass outside of the wall, or if sound from the damage and becoming deafened for 1 minute, or half as
outside can enter within or both. much damage on a successful save.
Any creature that passes through the wall must make a Enemies within the field must make a Constitution saving
Constitution saving throw. On failed save, they take 4d6 throw. On a failed save, as long as they are within the field
thunder damage and do not pass through, on success they they have disadvantage on saving throws.
take half damage and pass through. You may select this ability a second time, if you do the
Each time you reselect this ability, increase the damage by radius sphere is doubled, and the damage dice size is
1d6. increased to d10.
You may reselect this ability multiple times, each time
choosing one of the following options: Sonic Resonance
Increase the range, height, length and radius of this ability Requirements: Six Sound abilities, Bankai
by 10 feet. Your Sonic abilities are increased in power.
This ability no longer requires V or S components. Your armament abilities or Kido that deal thunder damage
This ability no longer requires concentration. ignore resistances. If a creature would be immune to thunder
Increase the save DC by 1. damage, it instead takes half damage.

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Summon
Summon Your Summon gains one of the following movements modes
SP Cost: 2 and the appropriate appendages to allow the movement.
Casting Time: 1 action Burrow speed of 50 feet.
Range: 5 feet Climb speed of 40 feet.
Components: V, S, W Fly speed of 30 feet.
Duration: 1 minute Swim speed of 60 feet.
When you select this ability you must choose a Summon. To You may reselect this ability multiple times, each time
do so, choose any type of creature with a stat block in the choosing a different movement mode.
Monster Manual or any other D&D book approved by your
DM, but the challenge rating in its stat block must be 1/2 or Speed Increase
lower. Any additional Summon abilities gained will add to, Requirements: Summon
change or remove from your Summons stat block.
You weapon takes on the form of your Summon in an Select one of your Summons modes of movement, it
unoccupied space you choose within range. It acts increases by 10 feet.
independently of you, but it always obeys your commands. In You may reselect this ability multiple times.
combat, it acts on your initiative.
Your Summon has a proficiency bonus equal to yours. Learned Skill
If your Summon is reduced to 0 hit points, it dies and Requirements: Summon
reverts back to a weapon. Select two skills your Summon is not proficient in, it is now
You can't have more than one Summon active at a time. proficient in those skills.
For every other Summon ability you have, the duration of You may reselect this ability multiple times.
this ability is increased by 1 minute.
You may reselect this ability a second time, if you do, you Extra Sense
retain your blade when you use this ability. Requirements: Summon
Summons Blade Your Summon gains one of the following senses:
Requirements: Summon
Blindsight 30 feet.
Your Summon has a copy of your armament, if any. The Darkvision 60 feet.
weapon has the same statistics and weapon properties. Tremorsense 80 feet.
However, it does not have access to any Shikai or Bankai
abilities. You may reselect this ability multiple times, each time
choosing a different sense.
Ability Score Increase
Requirements: Summon Truesight
Requirements: Summon, Extra Sense, Two other Summon
Choose one of your Summons ability scores, it increases by 2, abilities
or you can increase two ability scores of your Summon by 1.
You may reselect this ability multiple times. Your summon gains Truesight out to 30 feet.
Natural Armor Multiattack
Requirements: Summon Requirements: Four Summon abilities
Your Summon gains a natural armor bonus of 2. If it already Your Summon makes two attacks with any combination of its
has natural armor, it increases by 2. weapons, when it takes the Attack action.
You may reselect this ability multiple times, each time
Hit Point Increase increasing the number of attacks it can make, maximum four.
Requirements: Summon
Resistance
Your summon gains one hit die, and its maximum hit points Requirements: Four Summon abilities
increase. To determine the amount of the increase, roll the
Summons Hit Die (the type of die appears in the Summons Choose one of the following damage types listed below, your
stat block), and add its Constitution modifier. Summon gains resistance to that damage type.
You may reselect this ability multiple times. Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic,
Piercing, Poison, Psychic, Radiant, Slashing and Thunder.
Extra Movement You may reselect this ability multiple times, each time
Requirements: Summon choosing a different damage type.

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Damage Immunity Regeneration
Requirements: Summon, Four other Summon abilities Requirements: Summon, eight other Summon abilities
Choose a damage type your Summon has Resistance too, it is Your Summon regains 10 hit points at the start of your turn.
instead immune to that damage type. Choose a damage type, if your Summon took damage of the
You may reselect this ability multiple times. chosen type since your last turn, this ability doesn't function
at the start of your next turn.
Condition Immunity You may reselect this ability multiple times, each time
Requirements: Summon, Five other Summon abilities increasing the amount of hit points regained by 2.
Choose one of the conditions listed below, your Summon is Transmogrify
immune to that condition. Requirements: Summon, Four other Summon abilities,
Blinded, Charmed, Deafened, Frightened, Paralyzed, Bankai
Petrified, or poisoned.
You may reselect this ability multiple times, each time At the end of each long rest or when you enter Bankai, you
choosing one of the following options: may reselect all Summoning armament abilities, choosing
new ones if desired.
Choose another condition your Summon is now immune
too.
Choose Restrained, Stunned or Exhaustion, your
Summon is now immune to that condition. You must have
selected this ability once, and have five other Summon
abilities before you can choose this option.
Breathe Weapon
Requirements: Summon, Six other Summon abilities
As an action your Summon gains a breathe weapon with a
recharge of 6. Choose one of the breathe type and damage
type listed below.
The breathe weapon deals 6d6 damage of the chosen type
on a failed Dexterity saving throw, or half as much damage on
a successful save.
Breathe Type: 5 by 60 foot line or 30 foot cone.
Damage Type: Acid, Cold, Fire, Lightning, Poison, or
Thunder.
You may reselect this ability multiple times, each time
increasing either the length of the line or the size of the cone
by 10 feet and the damage by 1d6.
Frightful Presence
Requirements: Summon, Charisma 16, Six other Summon
abilities
SP Cost: 4
Casting Time: 1 action
Range: Self
Components: -
Duration: Duration
Each creature of your choice that is within 60 feet of you
Summon and aware of it must succeed on a Wisdom saving
throw or become frightened for the duration. A creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to
this ability for the next 24 hours.
You may select this ability multiple times, each time
increase the range by 10 feet.

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Water
Water Form You instantaneously move or otherwise change the flow of
SP Cost: 1 the water as you direct, up to 5 feet in any direction. This
Casting Time: 1 action movement doesn’t have enough force to cause damage.
Range: Self You cause the water to form into simple shapes and
Components: V, S, W animate at your direction. This change lasts for the
Duration: Until sealed duration.
You change the water’s color or opacity. The water must
Your weapon becomes pure water. While this ability is active, be changed in the same way throughout. This change lasts
your weapons damage type is changed to cold damage. for the duration.
If your weapon is a Summon, you may have this ability You freeze the water, provided that there are no creatures
apply to it's natural weapons as well. You may dismiss this in it. This frozen water can and will melt over time.
ability as as a bonus action. You melt the ice, you may have the water retain its shape if
You may reselect this ability multiple times, each time able.
choosing one of the following options: vaporize the water or sublimate the ice, which expands to
a 30-foot-radius sphere of vapor centered on the water or
You may activate this ability as a bonus action and dismiss ice. This vapor is ambient temperature and does not cause
it at will. damage. The sphere spreads around corners, and its area
This ability no longer requires V or S components. is lightly obscured. It falls to the ground as water after 1
hour or until a wind of moderate or greater speed (at least
Aquatic Weapon 10 miles per hour) disperses it. If the environment is
SP Cost: 2 Extreme Cold, the vapor turns to snow at the the end of
Casting Time: 1 action the round and falls to the ground. If the environment is
Range: Self Extreme Heat, the vapor disperses at the end of the round.
Components: V, S, W You condense the vapor, causing it to fall to the ground as
Duration: Concentration, until sealed water and form a puddle on the ground.
Your weapon drips with magical water, dealing an additional You depose the vapor, causing it to fall to the ground as
1d4 cold damage. You may dismiss this ability as a bonus snow and form a patch on the ground.
action. If you activate this ability multiple times, you can only have
You may reselect this ability multiple times, each time a number of its non-instantaneous effects, equal to your
choosing one of the following options: proficiency bonus, active at a time, and you can dismiss such
You may activate this ability as a bonus action and dismiss an effect as an action.
it at will. Each time you reselect this ability, the area of the cube you
This ability no longer requires V or S components. can affect is increased by 5 feet.
Increase the damage dice size by one step, to a maximum You may select this ability multiple times, each time
of a 1d12. choosing one of the following options:
Tidal Weapon You can now affect magical water.
Requirements: One Water ability Increase the range by 10 feet.
Increase the duration by 1 hour.
When you score a critical hit, the target takes an additional
1d4 cold damage, and is knocked prone. Water Shield
You may reselect this ability multiple times, each time Requirements: Two Water abilities
choosing one of the following options: SP Cost: 1
Casting Time: 1 action
Increase the damage die size by one step, to a maximum Range: Self
of 1d10. Components: V, S, W
Shape Water Duration: Concentration, until sealed
Requirements: One Water ability Swirling water surrounds your body for the duration. This
SP Cost: 1 water does not harm you or your equipment. Until the ability
Casting Time: 1 action ends, you gain the following benefits:
Range: 60 feet You have resistance to acid, fire and bludgeoning damage,
Components: S and you are vulnerable to lightning damage.
Duration: Instantaneous or 1 hour Whenever a creature is within 5 feet of you, you may have
You choose an area of non-magical water (solid, liquid or gas) them make a saving throw. The creature chooses Strength
that you can see within range and that fits within a 5-foot or Dexterity. On a failed save, the creature is knocked
cube. You manipulate it in one of the following ways: prone.

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You have a swimming speed of 40 feet. Increase the damage die size to a d10. You must have
You are able to breathe underwater. selected this ability four times before you can select this
option.
You may select this ability multiple times, each time
choosing one of the following options: Wall of Water
This ability no longer requires V or S components. Requirements: Three Water abilities
This ability no longer requires concentration. SP Cost: 2
You are no longer vulnerable to lightning damage. Casting Time: 1 action
Range: 60 feet
Undersea Knight Components: V, S, W
Requirements: Two Water abilities Duration: Concentration, until sealed
SP Cost: 1 You conjure up a wall of water on the ground at a point you
Casting Time: 1 action can see within range. You can make the wall up to 30 feet
Range: 20 feet long, 10 feet high, and 1 foot thick, or you can make a ringed
Components: V, S, W wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
Duration: Concentration, up to 1 minute The wall vanishes when the ability ends. The wall’s space is
Up to four willing creatures within range gain the following difficult terrain.
benefits: Any ranged weapon attack that enters the wall’s space has
disadvantage on the attack roll, and fire damage is halved if
You are able to move across any liquid surface – such as the fire effect passes through the wall to reach its target.
water, acid, mud, snow, quicksand, or lava – as if it were Spells and abilities that deal cold damage that pass through
harmless solid ground (creatures crossing molten lava can the wall cause the area of the wall they pass through to freeze
still take damage from the heat). If the target is submerged solid (at least a 5-foot square section is frozen).
in a liquid, the ability carries the target to the surface of Each 5-foot-square frozen section has AC 5 and 15 hit
the liquid at a rate of 60 feet per round. points. Reducing a frozen section to 0 hit points destroys it.
You are able to breathe underwater until the ability ends. When a section is destroyed, the wall’s water doesn’t fill it.
Affected creatures also retain their normal mode of You may select this ability multiple times, each time
respiration. choosing one of the following options:
You have advantage on Athletic checks for swimming.
Increase the range by 10 feet.
You may select this ability multiple times, each time This ability no longer requires V or S components.
choosing one of the following options: This ability no longer requires concentration.
You may activate this ability as a bonus action. Increase the length, height and diameter of the wall by 10
Increase the range by 10 feet. feet. The thickness is also increased by 1 foot to a
This ability no longer requires V or S components. maximum of 5 feet.
This ability no longer requires concentration. Tidal Wave
Increase the duration by 1 minute. Requirements: Four Water abilities
Increase the the number of willing creatures you can
target by 2. SP Cost: 2
Casting Time: 1 action
Water Blast Range: 80 feet
Requirements: Three Water abilities Components: V, S, W
SP Cost: 2 Duration: Instantaneous
Casting Time: 1 action You conjure up a wave of water that crashes down on an area
Range: 80 feet within range.
Components: V, S, W The area can be up to 30 feet long, up to 10 feet wide, and
Duration: Instantaneous up to 10 feet tall. Each creature in that area must make a
You hurl a condense ball of water toward a creature within Dexterity saving throw. On a failed save, a creature takes
range. Make a ranged attack against the target. On a hit, the 7d10 bludgeoning damage and is knocked prone. On a
target takes 3d8 bludgeoning damage. Each time you select successful save, a creature takes half as much damage and
this ability, you gain an additional ball to a maximum of four. isn’t knocked prone. The water then spreads out across the
You can direct the additional balls at the same target or a ground in all directions, extinguishing unprotected flames in
different one, you must make a separate attack roll for any its area and within 30 feet of it, and remains for the next
additional ball. minute.
You may select this option multiple times, each time Each time you select this ability, increase the maximum
choosing one of the following options: length, width and height by 5 feet.
You may select this option multiple times, each time
This ability no longer requires V components. choosing one of the following options:
The range is increased by 10 feet.
Increase the range by 10 feet.

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This ability no longer requires V components. You may select this ability a second time, if you do the
Increase the duration the water remains for 1 minute. range, duration, depth and radius is doubled. The damage
Increase the save DC by 1. dice size is also increased to a d10.
Tsunami
Requirements: Five Water abilities (Final Shikai)
SP Cost: 3
Casting Time: 1 round
Range: Sight
Components: V, S, W
Duration: Concentration, up to 5 rounds
A wall of water springs into existence at a point you choose
within range. You can make the wall up to 60 feet long, 60
feet high, and 25 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area takes
7d8 bludgeoning damage.
At the start of each of your turns after the wall appears, the
wall, along with any creatures in it, moves 25 feet away from
you. Any Huge or smaller creature inside the wall or whose
space the wall enters when it moves must succeed on a
Strength saving throw or take 7d8 bludgeoning damage. A
creature can take this damage only once per round. At the
end of the turn, the wall’s height is reduced by 20 feet, and
the damage creatures take from the ability on subsequent
rounds is reduced by 1d8. When the wall reaches 0 feet in
height or the duration expires, the ability ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature must
make a successful Strength (Athletics) check against the save
DC in order to move at all. If it fails the check, it can’t move. A
creature that moves out of the area falls to the ground.
You may select this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V or S components.
Increase the duration by 1 round.
increase the walls length and height by 20 feet, and the
thicknes by 5 feet.
Increase the save DC by 2.
Maelstrom
Requirements: Six Water abilities, Bankai
SP Cost: 4
Casting Time: 1 round
Range: 1 mile
Components: V, S, W
Duration: Concentration, up to 1 minute
A mass of 20-foot-deep water appears and swirls in a 30-foot
radius centered on a point you can see within range. The
point must be on ground or in a body of water. Until the spell
ends, that area is difficult terrain, and any creature that starts
its turn there must succeed on a Strength saving throw or
take 10d6 bludgeoning damage and be pulled 10 feet toward
the center. Once a creature reaches the center, if they would
take damage, the hit die is increased by one step and they
begin to drown. As an action any creature within the area can
make an additional Strength saving throw, however they do
so at disadvantage. On a successful save they are able to
move.

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Weapon
Weapon Form Godslayer's Edge
SP Cost: 1 Requirements: Two weapon abilities
Casting Time: Bonus action
Range: Self Weapon attacks you make with your armament ignore
Components: V, S, W damage resistance to it's damage type.
Duration: Until sealed If the subject of your attack would be immune to your
weapons damage type, that immunity is instead treated as
When you select this ability, you may choose one of the melee resistance.
weapons in the PHB (PG 149) as a weapon form. As a bonus
action, you may have your armament change into one of your Increased Critical
selected weapon forms. While in this form your current Requirements: Three weapon abilities
weapon loses its statistics and gains the new weapons
statistics. If your armament's damage dice is greater than any You score a critical on a roll of 19 or 20 when making
of your weapon forms, you may have it retain the greater weapon attack rolls with your armament.
damage. If you already have a similar ability, the extra damage dice
You may select this ability multiple times, each time is maxed.
choosing one of the following actions:
Weapon of Heaven
Choose a new weapon form. Requirements: Four weapon abilities
This ability no longer requires V or S components.
While using your armament, you may add your proficiency
Enhanced Weapon bonus to weapon attack damage rolls with it.
Choose one of the following weapon properties. Your
armament gains the chosen weapon property. Enchanted Weapon
Requirements: Five weapon abilities
Finesse
Light SP Cost: 2
Reach Casting Time: Bonus action
Thrown (10/20) Range: Self
Versatile (Damage dice size increased by one step when Components: V, S, W
used with two hands to make a weapon attack) Duration: Concentration, until sealed
You may select this ability multiple times, each time When you select this ability, you may choose one of the
choosing one of the following options: enchantments listed below.
Choose an additional weapon property. Acid - For the duration your weapon deals an extra 1d4
Increase both values of the Thrown range by 10 feet. You acid damage. This effect lasts until you use a bonus action
must have selected the Thrown weapon property before to end the effect or until or seal your weapon.
you can choose this option. Flame - For the duration your weapon deals an extra 1d4
Your armament retains the selected weapon properties fire damage. This effect lasts until you use a bonus action
even when you use Weapon Form of similar abilities. to end the effect or until or seal your weapon.
Tempered Steel Frost - For the duration your weapon deals an extra 1d4
Requirements: One Weapon ability cold damage. This effect lasts until you use a bonus action
to end the effect or until or seal your weapon.
Your weapon is more resilient. If an effect would damage,
break, or destroy your armament without a save, you are Lightning - For the duration your weapon deals an extra
allowed a saving throw. On a success negating the 1d4 lightning damage. This effect lasts until you use a
destructions effect. If you are allowed a saving throw you bonus action to end the effect or until or seal your
have advantage on that saving throw. weapon.
If an effect would build up a cumulative penalty on your Necrotic - For the duration your weapon deals an extra
armament and be destroyed at a certain threshold, that 1d4 necrotic damage. This effect lasts until you use a
threshold is doubled. bonus action to end the effect or until or seal your
If a creature would attempt to disarm your armament you weapon.
are holding, you can use your reaction to make a melee
weapon attack against that creature. Poison - For the duration your weapon deals an extra 1d4
poison damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.

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Radiant - For the duration your weapon deals an extra 1d4
radiant damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.
Thunder - For the duration your weapon deals an extra
1d4 thunder damage. This effect lasts until you use a
bonus action to end the effect or until or seal your
weapon.
Wind - For the duration your weapon deals an extra 1d4
force damage. This effect lasts until you use a bonus
action to end the effect or until or seal your weapon.
Returning - When you make a ranged attack using this
armament, immediately after the attack, the weapon flies
back to your hand. Your armament must have the Thrown
weapon property before you can select this Enchantment.
Defender - The first time you attack with your armament
on each of your turns, you can transfer some or all of the
weapon's bonus to your Armor Class, instead of using the
bonus on any attacks that turn. For example, if you have a
+3, you could reduce the bonus to your attack and damage
rolls to +1 and gain a +2 bonus to AC. The adjusted
bonuses remain in effect until the start of your next turn,
although you must hold the weapon to gain a bonus to AC
from it.
Dancing - As a bonus action you toss your armament into
the air and it begins to hover. You may have it fly up to 30
feet, and it attacks one creature of your choice within 5
feet of it. The weapon uses your attack roll and ability
score modifier to damage rolls. While the weapon hovers,
you can use a bonus action to cause it to fly up to 30 feet
to another spot within 30 feet of you. As part of the same
bonus action, you can cause the sword to attack one
creature within 5 feet of it. As a bonus action, you can
have the weapon fly up to 30 feet to try and return to your
hand. If you have no hand free, it falls to the ground at
your feet. It also ceases to hover if you grasp it or move
more than 60 feet away from it. You must have selected
this ability once before you can select this Enchantment.
Speed - You can make one additional attack with this
armament when you take the attack action. You must have
selected this ability two times before you can select this
Enchantment.
Slaying - Choose one creature type (Soul, Bount, Hollow,
Quincy, Human), when the chosen creature type takes
damage, the creature must make a DC 17 Constitution
saving throw, taking an extra 6d10 damage on a failed
save, or half as much extra damage on a successful one.
You must have selected this ability three times before you
can select this Enchantment.
You may reselect this ability multiple times, each time
choosing another enchantment.

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Wind
Wind Form You take control of the air in a 5-foot cube that you can see
SP Cost: 1 within range. Choose one of the following effects when you
Casting Time: 1 action activate this ability. The effect lasts for the duration, unless
Range: Self you use your action on a later turn to switch to a different
Components: V, S, W effect. You can also use your action to temporarily halt the
Duration: Until sealed effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually
Your weapon becomes pure air. While this ability is active, blowing in a horizontal direction that you choose. You choose
your weapons damage type is changed to force damage. the intensity of the wind: calm, moderate, or strong.
If your weapon is a Summon, you may have this ability If the wind is moderate or strong, ranged weapon attacks
apply to it's natural weapons as well. You may dismiss this that pass through it or that are made against targets within
ability as a bonus action. the cube have disadvantage on their attack rolls.
You may reselect this ability multiple times, each time If the wind is strong, any creature moving against the wind
choosing one of the following options: must spend 1 extra foot of movement for each foot moved.
You may activate this ability as a bonus action and dismiss Downdraft. You cause a sustained blast of strong wind to
it at will. blow downward from the top of the cube. Ranged weapon
This ability no longer requires V or S components. attacks that pass through the cube or that are made against
targets within it have disadvantage on their attack rolls.
Zephyr Weapon A creature must make a Strength saving throw if it flies
SP Cost: 2 into the cube for the first time on a turn or starts its turn
Casting Time: 1 action there flying. On a failed save, the creature is knocked prone.
Range: Self Updraft. You cause a sustained updraft within the cube,
Components: V, S, W rising upward from the cube’s bottom edge. Creatures that
Duration: Concentration, until sealed end a fall within the cube take only half damage from the fall.
When a creature in the cube makes a vertical jump, the
Ice rimes your weapon, dealing an additional 1d4 force creature can jump up to 10 feet higher than normal.
damage. You may dismiss this ability as a bonus action. Each time you reselect this ability the cube increases by 5
You may reselect this ability multiple times, each time feet.
choosing one of the following options: You may select this ability multiple times, each time
You may activate this ability as a bonus action and dismiss choosing one of the following options:
it at will. Increase the range by 10 feet.
This ability no longer requires V or s components. Increase the duration by 1 hour.
Increase the damage dice size by one step, to a maximum When you choose gust, you can choose two different
of a 1d12. directions.
Cyclonic Weapon Downdraft also affects non-flying creatures.
Requirements: One Wind ability When a creature ends a fall in an updraft, they take no fall
damage instead. If a creature jumps within an updraft,
When you score a critical hit with your armament, the target their jump height is doubled instead.
takes an additional 1d4 force damage and is pushed back 10 You may activate this ability as a bonus action. If you
feet. select this option a second time, you may activate this
You may reselect this ability multiple times, each time ability as a reaction, but can only select the updraft option
choosing one of the following options: if you do so.
Increase the save DC by 1. Wind Shield
Increase the damage die size by one step, maximum of a Requirements: Two Wind abilities
1d10. SP Cost: 1
Casting Time: 1 action
Control Winds Range: Self
Requirements: One Wind ability Components: V, S, W
SP Cost: 1 Duration: Concentration, until sealed
Casting Time: 1 action Until the ability ends, wind whirls around you, and you gain
Range: 60 feet the following benefits:
Components: S
Duration: Instantaneous or 1 hour Weapon attacks made against you have disadvantage on
the attack roll.

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You gain a flying speed of 10 feet. If you are still flying Increase the range creatures are pushed back by an
when the spell ends, you fall, unless you can somehow additional 5 feet.
prevent it.
Any creature that moves within 5 feet of you for the first Tornado
time on a turn or ends its turn there takes 1d4 force Requirements: Five Wind abilities (Final Shikai)
damage. Each time you reselect this ability, the damage SP Cost: 3
dice size is increased by one step to a maximum of a 1d10. Casting Time: 1 round
You may select this ability multiple times, each time Range: 100 feet
choosing one of the following options: Components: V, S, W
Duration: Concentration, up to 5 rounds
This ability no longer requires V or S components. You conjure a raging tornado on a point that you can see on
This ability no longer requires Concentration. the ground within range, this area must be able to fit the
You may choose if this ability damages creatures or not. tornado or this ability fails. The tornado is a 40-foot-radius,
Wind Scythe 80-foot-high cylinder centered on that point. Until the
Requirements: Three Wind abilities ability ends, you can use your action to move the tornado
up to 30 feet in any direction along the ground.
SP Cost: 2 The tornado sucks up any Medium or smaller objects that
Casting Time: 1 action aren’t secured to anything and that aren’t worn or carried by
Range: 80 feet anyone. A creature must make a Strength saving throw the
Components: V, S, W first time on a turn that it enters the tornado or that the
Duration: Instantaneous tornado enters its space, including when the tornado first
You launch a crescent blade of wind toward a creature within appears. A creature takes 7d8 force damage on a failed save,
range. Make a ranged attack against the target. On a hit, the or half as much damage on a successful one. In addition, a
target takes 3d8 force damage. Large or smaller creature that fails the save must succeed on
Each time you select this ability, you gain an additional a Strength saving throw or become restrained in the
blade to a maximum of four blades. You can direct the whirlwind until the spell ends. When a creature starts its turn
additional blades at the same target or a different one, you restrained by the whirlwind, the creature is pulled 5 feet
must make a separate attack roll for any additional blades. higher inside it, unless the creature is at the top, and takes an
You may select this option multiple times, each time additional 7d8 force damage each turn its within the tornado.
choosing one of the following options: A restrained creature moves with the whirlwind and falls
when the duration ends, unless the creature has some means
This ability no longer requires V components. to stay aloft. A restrained creature can use an action to make
The range is increased by 10 feet. a Strength or Dexterity check against the save DC. If
Increase the damage die size to a d10. You must have successful, the creature is no longer restrained by the
selected this ability four times before you can select this whirlwind and is hurled 3d6 × 10 feet away from it in a
option. random direction.
This ability deals damage to structures within its radius. If
Wind Blast a structure drops to 0 hit points, it collapses and pieces of the
Requirements: Four Wind abilities structure are automatically flung outside the area of the
SP Cost: 2 tornado potentially damaging nearby creatures. Any creature
Casting Time: 1 action within 30 ft. of the tornado's radius when a structure
Range: 80 feet collapses within it must make a Dexterity saving throw. On a
Components: V, S, W failed save, the creature takes 4d8 bludgeoning damage and
Duration: Instantaneous is knocked prone. On a successful save, the creature takes
A line of strong wind 60 feet long and 10 feet wide blasts half damage and doesn't fall prone. This also increases the
from you in a direction you choose. Each creature in the line damage any creatures can potentially take by 2d6
must make a Strength saving throw. A creature takes 6d6 bludgeoning and 2d6 slashing damage.
force damage on a failed save and be pushed back 15 feet You may select this ability multiple times, each time
away from you in a direction following the line, or half as choosing one of the following options:
much damage on a successful one and not be pushed back. This ability no longer requires V or S components.
The wind disperses gas or vapor, and it extinguishes Increase the duration by 1 round.
candles, torches, and similar unprotected flames in the area. increase the radius and height by 10 feet.
It causes protected flames, such as those of lanterns, to Increase the save DC by 1.
dance wildly and has a 80 percent chance to extinguish them.
You may select this ability multiple times, each time
choosing one of the following options:
This ability no longer requires V components.
Increase the length by 10 feet.
Increase the damage by 1d6.

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Hurricane
Requirements: Six Wind abilities, Bankai
SP Cost: 4
Casting Time: 1 round
Range: Self
Components: V, S, W
Duration: Concentration, up to 5 rounds
You conjure a deadly and devastating storm that descends
from the sky. A 60-foot radius, and 60-foot tall cylinder
appears centered on you. You are unaffected by your own
Hurricane. The ability fails if you can't see a point in the sky
where the storm can descend from (for example, if you are in
a room that can't accommodate the storm).
Within the storm, all ranged attacks and spells always miss
their target, being swept away from the raging winds. Vision
is lightly obscured, the terrain is difficult, and other creatures
have disadvantage on concentration checks.
Within the storm you have a fly speed of 60 feet and take
no damage from the storm itself, however you can still take
damage from flying debris, but you have advantage on
dexterity saving throws to avoid debris within the storm.
When the storm appears, small and smaller creatures are
instantly swept away from the winds. Medium and large
creatures must make a Strength saving throw, on a failed
save they are swept away from the winds. Huge and larger
creatures must make a Strength saving throw with
advantage, on a failed save they are swept away by the winds.
If a creature begins its turn within the storm they must make
a Strength saving throw, taking 10d6 force damage, or half as
much on a successful save. If a creature has been swept away
by the winds, they have disadvantage on the saving throw.
These raging winds also deal damage to structures within
the area. If a structure drops to 0 hit points, it collapses and
pieces of the structure are swept by the winds increasing the
damage creatures and structures take within the storm by
4d6 bludgeoning damage and 4d6 slashing damage. Each
structure that collapses within the area further increases the
damage the same amount.
A creature that has been swept away by the storm are flung
randomly closer to the eye of the storm, or away from the eye
by 4d6 x 10 feet. A creature that has been swept away by the
storm can spend a bonus action to make a dexterity saving
throw against the save DC. On a success, they can control the
direction they move in.
The eye of the storm is 1/4 the size of the storm and none
of the effects of the storm are active within it.
You may reselect this ability a second time, if you do the
size of the area is doubled.
Piercing Winds
Requirements: Six Sound abilities, Bankai
Your Wind abilities are increased in power.
Your armament abilities or Kido that deal force damage
ignore resistances. If a creature would be immune to force
damage, it instead takes half damage.

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Chapter 6: Kidō

W
Ithin the world of Bleach, magic works quite Forbidden Kidō
differently. Magic isn't drawn from the weave,
but rather spells are produced with strong Theres also a classification of Kidō which are considered
Reiryoku (Spiritual Power). The closest illegal by Soul Society. The use of such spells will commonly
similarity would be how sorcerers casts result in some form of lengthy imprisonment or worse. The
magic. Kidō spells usually fall under this class are those which
Spells are traditionally graded by level. Kidō involving the manipulation of space, time and Kidō which
are graded on a scale from 1 to 99, spells of the latter being sacrifices the self.
the most powerful and the most difficult to perform. To use
Kidō, a Shinigami must recite the specific incantation for the
spell, which is often long and requires few seconds to speak.
The power of a spell relies on the power of the user, as
even a low-level spell can be utterly devastating when utilized
by a high-class Shinigami.
There are three main types of Kidō: Bakudō (Was of
Binding), Hadō (Way of Destruction), and Kaidō (Healing
Kaidō).
Spell Points
This book utilizes the variant Spell Point system for casting
spells. In this variant, each spell has a point cost based on its
level. The Spell Point Cost table summarizes the cost in spell
points of slots from 1st to 9th level.
Spell Point Cost
Spell Level Point Cost
Cantrip 1
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Bakudō
These are a broad category of defensive spells which
block/repel attacks or immobilize enemies. They may seem
subtle, but these spells can give their users a tactical
advantage when used properly.
Hadō
Offensive spells which inflict direct damage to the enemy.
Their effectiveness differs depending on the user.
Kaidō
Broad category of utility spells. Most consisting of spells that
either heal or bolster the body.

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Spell Lists

W
ithin this chapter you'll find four spell lists,
Shinigami, Quincy, Human and Hollow. The
Shinigami spell list is divided into three
categories, Bakudō, Hadō and Kaidō.

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Shinigami Spell (Bakudō)
Cantrips (0 Level) 3rd Level 6th Level 9th Level
#1 Sai #30 Shitotsu Sansen #60 Find the Path #90
#2 Mage Hand #31 Sending #61 Rikujōkōrō #91
#3 Message #32 Clairvoyance #62 Hyapporankan #92
#4 Hainawa #33 Nondetection #63 Sajō Sabaku #93
#5 Prestidigitation #34 Protection from Energy #64 Contingency #94
#6 Blade Ward #35 Tiny Hut #65 Primordial Ward #95 Prismatic Wall
#7 Resistance #36 Magic Circle #66 Blade Barrier #96 Invulnerability
#8 Seki #37 Tsuriboshi #67 Globe of Invulnerability #97 Keikaigi
#9 Hōrin #38 Noren Makuri #68 Forbiddance #98 Jikanteishi
#39 Enkōsen #69 True Seeing #99 Kin/Bankin
1st Level
#10 Alarm 4th Level 7th Level 10th Level (Secret)
#11 Identify #40 Secret Chest #70 Instant Summons #1 Spell Reflection
#12 Feather Fall #41 Arcane Eye #71 Sequester #2 Peripety
#13 Shield of Faith #42 Grasping Vine #72 Hachigyō Sōgai #3 Soul Scry
#14 Detect Magic #43 Locate Creature #73 Tozanshō
#15 Mage Armor #44 Arcanist's Magic Aura #74 Symbol
#16 Entangle #45 Stoneskin #75 Gochūtekkan
#17 Sanctuary #46 Private Sanctum #76 Kūkanten'i
#18 Absorb Elements #47 Resilient Sphere #77 Tenteikūra
#19 Hakufuku #48 Greater Invisibility #78 Plane Shift
#49 Inemuri #79 Kuyō Shibari
2nd Level
#20 Arcane Lock 5th Level 8th Level
#21 Sekienton #50 Wall of Force #80 Power Word Stun
#22 Earthbind #51 Antilife Shell #81 Dankū
#23 Magic Mouth #52 Commune with nature #82 Shiju no Saimon
#24 Knock #53 Dispel Evil and Good #83 Antipathy/Sympathy
#25 Blur #54 Legend Lore #84 Arcane Gate
#26 Kyokkō #55 Passwall #85 Mighty Fortress
#27 Shibireyubi #56 Telepathic Bond #86 Mind Blank
#28 Locate Object #57 Arcane Hand #87 Maze
#29 Protection from Evil and #58 Kakushitsuijaku #88 Demiplane
Good #59 Teleportation Circle #89 Antimagic Field

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#1 Sai On a successful hit, the target is grappled for the duration.
Enchantment Cantrip [Bakudō] If you move out of range, the spell ends.
Casting Time: 1 action #5 Prestidigitation
Range: 60 feet Transmutation Cantrip [Bakudō]
Components: V, S, M (a small, straight piece of iron) Casting Time: 1 action
Duration: 1 minute Range: 10 feet
Choose a humanoid that you can see within range. The target Components: V, S
must succeed on a Strength saving throw or be incapacitated Duration: 1 hour
for the duration. At the end of each of its turns, the target can This spell is a minor magical trick that novice spellcasters
make another Strength saving throw. On a success, the spell use for practice. You create one of the following magical
ends on the target. effects within range:
At Higher Levels. When you cast this spell using a spell
slot of 1st level or higher, you can target one additional You create an instantaneous, harmless sensory effect,
humanoid for each slot level above 1st. The humanoids must such as a shower of sparks, a puff of wind, faint musical
be within 10 feet of each other when you target them. notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or
#2 Mage Hand a small campfire.
Conjuration Cantrip [Bakudō] You instantaneously clean or soil an object no larger than
Casting Time: 1 action 1 cubic foot.
Range: 30 feet You chill, warm, or flavor up to 1 cubic foot of nonliving
Components: V, S material for 1 hour.
Duration: 1 minute You make a color, a small mark, or a symbol appear on an
object or a surface for 1 hour.
A spectral, floating hand appears at a point you choose within You create a nonmagical trinket or an illusory image that
range. The hand lasts for the duration or until you dismiss it can fit in your hand and that lasts until the end of your
as an action. The hand vanishes if it is ever more than 30 feet next turn.
away from you or if you cast this spell again.
You can use your action to control the hand. You can use If you cast this spell multiple times, you can have up to
the hand to manipulate an object, open an unlocked door or three of its non-instantaneous effects active at a time, and you
container, stow or retrieve an item from an open container, or can dismiss such an effect as an action.
pour the contents out of a vial. You can move the hand up to
30 feet each time you use it. #6 Blade Ward
The hand can't attack, activate magic items, or carry more Abjuration Cantrip [Bakudō]
than 10 pounds. Casting Time: 1 action
Range: Self
#3 Message Components: V, S
Transmutation Cantrip [Bakudō] Duration: 1 round
Casting Time: 1 action You extend your hand and trace a sigil of warding in the air.
Range: 120 feet Until the end of your next turn, you have resistance against
Components: V, S, M (a short piece of copper wire) bludgeoning, piercing, and slashing damage dealt by weapon
Duration: 1 round attacks.
You point your finger toward a creature within range and
whisper a message. The target (and only the target) hears the #7 Resistance
message and can reply in a whisper that only you can hear. Abjuration Cantrip [Bakudō]
You can cast this spell through solid objects if you are Casting Time: 1 action
familiar with the target and know it is beyond the barrier. Range: Touch
Magical silence, 1 foot of stone, 1 inch of common metal, a Components: V, S, M (a miniature cloak)
thin sheet of lead, or 3 feet of wood blocks the spell. The spell Duration: Concentration, up to 1 minute
doesn't have to follow a straight line and can travel freely You touch one willing creature. Once before the spell ends,
around corners or through openings the target can roll a d4 and add the number rolled to one
#4 Hainawa saving throw of its choice. It can roll the die before or after
Conjuration Cantrip [Bakudō] making the saving throw. The spell then ends.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.

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#8 Seki Components: V, S, M (a pearl at least 100 gp and an owl
Abjuration Cantrip Bakudō feater)
Duration: Instantaneous
Casting Time: 1 reaction, which you take when you are hit You choose one object that you must touch throughout the
by an attack
Range: Range casting of the spell. If it is a magic item or some other magic-
Components: V, S imbued object, you learn its properties and how to use them,
Duration: Duration whether it requires attunement to use, and how many
charges it has, if any. You learn whether any spells are
An orb of light blue energy is generated which repels affecting the item and what they are. If the item was created
whatever it strikes. Until the start of your next turn, you have by a spell, you learn which spell created it.
a +2 bonus to AC, including against the triggering attack. If If you instead touch a creature throughout the casting, you
this bonus to your AC would cause the attack to be learn what spells, if any, are currently affecting it.
unsuccessful, and the attack was a melee attack, the attacker
is pushed back 15 feet away. #12 Feather Fall
1st-level Transmutation [Bakudō]
#9 Hōrin
Conjuration Cantrip [Bakudō] Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Casting Time: 1 action Range: 60 feet
Range: 40 feet Components: V, M (a small feather or piece of down)
Components: V, S Duration: 1 minute
Duration: Concentration, 1 minute
Incantation: Disintegrate, you black dog of Rondanini! Look Choose up to five falling creatures within range. A falling
upon yourself with horror and tear out your own throat! creature's rate of descent slows to 60 feet per round until the
spell ends. If the creature lands before the spell ends, it takes
You generate an orange-hued tendril with spiraling yellow no falling damage and can land on its feet, and the spell ends
patters. Choose two humanoids that you can see within for that creature.
range. The target must succeed on a Strength saving throw
or be grappled for the duration. At the end of each of its #13 Shield of Faith
turns, the target can make another Strength saving throw. On 1st-level Abjuration [Bakudō]
a success, the spell ends on the target. Casting Time: Bonus action
Additionally, while you concentrate on this spell, as an Range: 60 feet
action you can make opposed strength checks against the Components: V, S, M (a small parchment with a bit of holy
grappled creatures. On a success you can move them in any text written on it)
direction up to 10 feet. If you would end your turn and the Duration: Concentration, up to 10 minutes
two creatures are adjacent to each other, you no longer need
to concentrate on the spell. A shimmering field appears and surrounds a creature of your
choice within range, granting it a +2 bonus to AC for the
#10 Alarm duration.
1st-Level Abjuration (ritual) [Bakudō]
Casting Time: 1 minute #14 Detect Magic
Range: 30 feet 1st-level Divination (ritual) [Bakudō]
Components: V, S, M (a tiny bell and a piece of fine silver Casting Time: 1 action
wire) Range: Self
Duration: 8 hours Components: V, S
You set an alarm against unwanted intrusion. Choose a door, Duration: Concentration, up to 10 minutes
a window, or an area within range that is no larger than a 20- For the duration, you sense the presence of magic within 30
foot cube. Until the spell ends, an alarm alerts you whenever feet of you. If you sense magic in this way, you can use your
a Tiny or larger creature touches or enters the warded area. action to see a faint aura around any visible creature or object
When you cast the spell, you can designate creatures that in the area that bears magic, and you learn its school of
won't set off the alarm. You also choose whether the alarm is magic, if any.
mental or audible. A mental alarm alerts you with a ping in The spell can penetrate most barriers, but it is blocked by 1
your mind if you are within 1 mile of the warded area. This foot of stone, 1 inch of common metal, a thin sheet of lead, or
ping awakens you if you are sleeping. 3 feet of wood or dirt.
An audible alarm produces the sound of a hand bell for 10
seconds within 60 feet. #15 Mage Armor
1st-level Abjuration [Bakudō]
#11 Identify Casting Time: 1 action
1st-level Divination (ritual [Bakudō] Range: Touch
Casting Time: 1 minute Components: V, S, M (a piece of cured leather)
Range: Touch Duration: 8 hours

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Incantation: Casting Time: 1 action
Range: 90 feet
You touch a willing creature who isn't wearing armor, and a Components: V, S, M (a pinch of fine sand, cherry blossoms,
protective magical force surrounds it until the spell ends. The or a cricket)
target's base AC becomes 13 + its Dexterity modifier. The Duration: 1 minute
spell ends if the target dons armor or if you dismiss the spell
as an action. This spell sends creatures into a magical slumber. Roll 5d8;
the total is how many hit points of creatures this spell can
#16 Entangle affect. Creatures within 20 feet of a point you choose within
1st-level Conjuration [Bakudō] range are affected in ascending order of their current hit
Casting Time: 1 action points (ignoring unconscious creatures).
Range: 90 feet Starting with the creature that has the lowest current hit
Components: V, S points, each creature affected by this spell falls unconscious
Duration: Concentration, up to 1 minute until the spell ends, the sleeper takes damage, or someone
uses an action to shake or slap the sleeper awake.
Grasping chains sprout from the ground in a 20-foot square Subtract each creature’s hit points from the total before
starting from a point within range. For the duration, these moving on to the creature with the next lowest hit points. A
chains turn the ground in the area into difficult terrain. creature’s hit points must be equal to or less than the
A creature in the area when you cast the spell must remaining total for that creature to be affected.
succeed on a Strength saving throw or be restrained by the Undead and creatures immune to being charmed aren’t
entangling chains until the spell ends. A creature restrained affected by this spell.
by the chains can use its action to make a Strength check At Higher Levels. When you cast this spell using a spell
against your spell save DC. On a success, it frees itself. slot of 2nd level or higher, roll an additional 2d8 for each slot
When the spell ends, the conjured chains fade away. level above 1st.
#17 Sanctuary #20 Arcane Lock
1st-level Abjuration [Bakudō] 2nd-level Abjuration [Bakudō]
Casting Time: Bonus action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a small silver mirror) Components: V, S, M (gold dust worth at least 25 gp, which
Duration: 1 minute the spell consumes)
You ward a creature within range against attack. Until the Duration: Until dispelled
spell ends, any creature who targets the warded creature Incantation: Words
with an attack or a harmful spell must first make a Wisdom You touch a closed door, window, gate, chest, or other
saving throw. On a failed save, the creature must choose a entryway, and it becomes locked for the duration. You and the
new target or lose the attack or spell. This spell doesn't creatures you designate when you cast this spell can open the
protect the warded creature from area effects, such as the object normally. You can also set a password that, when
explosion of a fireball. spoken within 5 feet of the object, suppresses this spell for 1
If the warded creature makes an attack, casts a spell that minute. Otherwise, it is impassable until it is broken or the
affects an enemy, or deals damage to another creature, this spell is dispelled or suppressed. Casting knock on the object
spell ends. suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to
#18 Absorb Elements break or force open; the DC to break it or pick any locks on it
1st-level Abjuration [Bakudō] increases by 10.
Casting Time: 1 reaction, which you take when you take
acid, cold, fire, lightning or thunder damage #21 Sekienton
Range: Self 2nd-level Conjuration [Bakudō]
Components: S Casting Time: 1 action
Duration: 1 round Range: 120 feet
The spell captures some of the incoming energy, lessening its Components: V, S
effect on you and storing it for your next melee attack. You Duration: 1 hour
have resistance to the triggering damage type until the start Incantation: Words
of your next turn. Also, the first time you hit with a melee You create a 20-foot-radius sphere of red colored fog centered
attack on your next turn, the target takes an extra 1d6 on a point within range. The sphere spreads around corners,
damage of the triggering type, and the spell ends. and its area is heavily obscured. It lasts for the duration or
At Higher Levels. When you cast this spell using a spell until a wind of moderate or greater speed (at least 10 miles
slot of 2nd level or higher, the extra damage increases by 1d6 per hour) disperses it.
for each slot level above 1st.
#19 Hakufuku
1st-level Enchantment [Bakudō]

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At Higher Levels. When you cast this spell using a spell slot A target that is held shut by a mundane lock or that is stuck
of 2nd level or higher, the radius of the fog increases by 20 or barred becomes unlocked, unstuck, or unbarred. If the
feet for each slot level above 1st. object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock,
#22 Earthbind that spell is suppressed for 10 minutes, during which time
2nd-level transmutation [Bakudō] the target can be opened and shut normally.
Casting Time: 1 action When you cast the spell, a loud knock, audible from as far
Range: 300 feet away as 300 feet, emanates from the target object.
Components: V
Duration: Concentration, up to 1 minute #25 Blur
Incantation: Words 2nd-level Illusion [Bakudō]
Choose one creature you can see within range. Yellow strips Casting Time: 1 action
of magical energy loop around the creature. The target must Range: Self
succeed on a Strength saving throw, or its flying speed (if any) Components: V
is reduced to 0 feet for the spell’s duration. An airborne Duration: Concentration, up to 1 minute
creature affected by this spell safely descends at 60 feet per Incantation: Words
round until it reaches the ground or the spell ends. Your body becomes blurred, shifting and wavering to all who
can see you. For the duration, any creature has disadvantage
#23 Magic Mouth on attack rolls against you. An attacker is immune to this
2nd-level Illusion [Bakudō] effect if it doesn't rely on sight, as with blindsight, or can see
Casting Time: 1 minute through illusions, as with truesight.
Range: 30 feet
Components: V, S, M (a small bit of honeycomb and jade #26 Kyokkō
dust worth at least 10 gp, which the spell consumes) 2nd-level Illusion [Bakudō]
Duration: Until dispelled Casting Time: 1 action
Incantation: Words Range: Touch
You implant a message within an object in range, a message Components: V, S, M (en eyelash encased in gum arabic)
that is uttered when a trigger condition is met. Choose an Duration: Concentration, up to 1 hour
object that you can see and that isn't being worn or carried by Incantation: Words
another creature. Then speak the message, which must be 25 A creature you touch becomes invisible until the spell ends.
words or less, though it can be delivered over as long as 10 Anything the target is wearing or carrying is invisible as long
minutes. Finally, determine the circumstance that will trigger as it is on the target's person. The spell ends for a target that
the spell to deliver your message. attacks or casts a spell.
When that circumstance occurs, a magical mouth appears At Higher Levels. When you cast this spell using a spell
on the object and recites the message in your voice and at the slot of 3rd level or higher, you can target one additional
same volume you spoke. If the object you chose has a mouth creature for each slot level above 2nd.
or something that looks like a mouth (for example, the mouth
of a statue), the magical mouth appears there so that the #27 Shibireyubi
words appear to come from the object's mouth. When you 2nd-level Enchantment [Bakudō]
cast this spell, you can have the spell end after it delivers its Casting Time: 1 action
message, or it can remain and repeat its message whenever Range: 60 feet
the trigger occurs. Components: V, S, M (a small, straight piece of iron)
The triggering circumstance can be as general or as Duration: Concentration, up to 1 minute
detailed as you like, though it must be based on visual or Incantation: Words
audible conditions that occur within 30 feet of the object. For
example, you could instruct the mouth to speak when any Pointing a finger at a creature, a ball of white energy flashes
creature moves within 30 feet of the object or when a silver from your finger. Choose a humanoid that you can see within
bell rings within 30 feet of it. range. The target must succeed on a Wisdom saving throw or
be paralyzed for the duration. At the end of each of its turns,
#24 Knock the target can make another Wisdom saving throw. On a
2nd-level Transmutation [Bakudō] success, the spell ends on the target.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 3rd level or higher, you can target one additional
Components: V humanoid for each slot level above 2nd. The humanoids must
Duration: Instantaneous be within 30 feet of each other when you target them.
Incantation: Words
Choose an object that you can see within range. The object
can be a door, a box, a chest, a set of manacles, a padlock, or
another object that contains a mundane or magical means
that prevents access.

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#28 Locate Object Duration: 1 round
2nd-level Divination [Bakudō] Incantation: Words
Casting Time: 1 action You send a short message of twenty-five words or less to a
Range: Self creature with which you are familiar. The creature hears the
Components: V, S, M (a forked twig) message in its mind, recognizes you as the sender if it knows
Duration: Concentration, up to 10 minutes you, and can answer in a like manner immediately. The spell
Incantation: Words enables creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
Describe or name an object that is familiar to you. You sense You can send the message across any distance and even to
the direction to the object's location, as long as that object is other planes of existence, but if the target is on a different
within 1,000 feet of you. If the object is in motion, you know plane than you, there is a 5 percent chance that the message
the direction of its movement. doesn't arrive.
The spell can locate a specific object known to you, as long
as you have seen it up close--within 30 feet--at least once. #32 Clairvoyance
Alternatively, the spell can locate the nearest object of a 3rd-level Divination [Bakudō]
particular kind, such as a certain kind of apparel, jewelry, Casting Time: 10 minutes
furniture, tool, or weapon. Range: 1 mile
This spell can't locate an object if any thickness of lead, Components: V, S, M (a focus worth at least 100 gp, either a
even a thin sheet, blocks a direct path between you and the jeweled horn for hearing or a glass eye for seeing)
object. Duration: Concentration, up to 10 minutes
#29 Protection from Evil and Good Incantation: Words
2nd-level Abjuration [Bakudō] You create an invisible sensor within range in a location
Casting Time: 1 action familiar to you (a place you have visited or seen before) or in
Range: Touch an obvious location that is unfamiliar to you (such as behind a
Components: V, S, M (holy water or powdered silver and door, around a corner, or in a grove of trees). The sensor
iron, which the spell consumes) remains in place for the duration, and it can't be attacked or
Duration: Concentration, up to 10 minutes otherwise interacted with.
Incantation: Words When you cast the spell, you choose seeing or hearing. You
can use the chosen sense through the sensor as if you were
Until the spell ends, one willing creature you touch is in its space. As your action, you can switch between seeing
protected against certain types of creatures: aberrations, and hearing.
celestials, elementals, fey, fiends, and undead. A creature that can see the sensor (such as a creature
The protection grants several benefits. Creatures of those benefiting from see invisibility or truesight) sees a luminous,
types have disadvantage on attack rolls against the target. intangible orb about the size of your fist.
The target also can't be charmed, frightened, or possessed by
them. If the target is already charmed, frightened, or #33 Nondetection
possessed by such a creature, the target has advantage on 3rd-level Abjuration [Bakudō]
any new saving throw against the relevant effect. Casting Time: 1 action
#30 Shitotsu Sansen Range: Touch
3rd-level Conjuration [Bakudō] Components: V, S, M (a pinch of diamond dust worth at least
25 gp sprinkled over the target, which the spell consumes)
Casting Time: 1 action Duration: 8 hours
Range: 60 feet Incantation: Words
Components: V, S For the duration, you hide a target that you touch from
Duration: Concentration, up to 1 minute
Incantation: Words divination magic. The target can be a willing creature or a
place or an object no larger than 10 feet in any dimension.
You generate a yellow triangle of energy which three pointed The target can't be targeted by any divination magic or
projectiles fire from each point. Make three ranged spell perceived through magical scrying sensors.
attacks against a single target within range. Each successful
attack pushed the target back by 5 feet. If a projectiles #34 Protection from Energy
successful hit the the target and pushes them up against a 3rd-level Abjuration [Bakudō]
solid barrier, it is restrained for the duration. Additionally, if Casting Time: 1 action
all three projectiles were successful and the target becomes Range: Touch
restrained, you do not need to concentrate on this spell. Components: V, S
#31 Sending Duration: Concentration, up to 1 hour
3rd-level Evocation [Bakudō] Incantation: Words
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)

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For the duration, the willing creature you touch has 3rd-level Conjuration [Bakudō]
resistance to one damage type of your choice: acid, cold, fire, Casting Time: 1 reaction, which you take when you, a
lightning, or thunder. creature, or an object within 60 feet of you falls
#35 Tiny Hut
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
3rd-level Evocation [Bakudō] Duration: 1 hour
Casting Time: 1 minute Incantation: Words
Range: Self You conjure a blue ball of energy at a point of your choice
Components: V, S, M (a small crystal bead) within range. Ropes shoot out from the ball anchoring to
Duration: 8 hours nearby solid masses (such as walls, buildings, or trees) and
Incantation: Words the ball expands into a 10-foot radius elastic-like cushion.
A 10-foot-radius immobile dome of force springs into This cushion can hold up to 1000 pounds of weight before
existence around and above you and remains stationary for breaking. Any creatures or objects that fall into this cushion
the duration. The spell ends if you leave its area. negates any falling damage.
Nine creatures of Medium size or smaller can fit inside the At Higher Levels. When you cast this spell using a spell
dome with you. The spell fails if its area includes a larger slot of 4th level or higher, the weight the cusion can support
creature or more than nine creatures. Creatures and objects increases by 1000 pounds and the cushion itself increases by
within the dome when you cast this spell can move through it 10 feet for each slot level above 3rd.
freely. All other creatures and objects are barred from
passing through it. Spells and other magical effects can't #38 Dispel Magic
extend through the dome or be cast through it. The 3rd-level Abjuration [Bakudō]
atmosphere inside the space is comfortable and dry, Casting Time: 1 action
regardless of the weather outside. Range: 120 feet
Until the spell ends, you can command the interior to Components: V, S
become dimly lit or dark. The dome is opaque from the Duration: Instantaneous
outside, of any color you choose, but it is transparent from Incantation: Words
the inside.
Choose one creature, object, or magical effect within range.
#36 Magic Circle Any spell of 3rd level or lower on the target ends. For each
3rd-level Abjuration [Bakudō] spell of 4th level or higher on the target, make an ability
Casting Time: 1 minute check using your spellcasting ability. The DC equals 10 + the
Range: 10 feet spell's level. On a successful check, the spell ends.
Components: V, S, M (holy water or powdered siler and iron At Higher Levels. When you cast this spell using a spell
worth at least 100 gp, which the spell consumes) slot of 4th level or higher, you automatically end the effects of
Duration: 1 hour a spell on the target if the spell's level is equal to or less than
Incantation: Words the level of the spell slot you used.
You create a 10-foot-radius, 20-foot-tall cylinder of magical #39 Enkōsen
energy centered on a point on the ground that you can see 3rd-level Abjuration [Bakudō]
within range. Glowing runes appear wherever the cylinder Casting Time: 1 reaction, which you take when you are hit
intersects with the floor or other surface. by an attack or take damage from a spell
Choose one or more of the following types of creatures: Range: Self
celestials, elementals, fey, fiends, or undead. The circle affects Components: V, S
a creature of the chosen type in the following ways: Duration: 1 round
The creature can’t willingly enter the cylinder by Incantation: Words
nonmagical means. If the creature tries to use teleportation
or interplanar travel to do so, it must first succeed on a A dull yellow barrier of energy appears and protects you.
Charisma saving throw. Until the start of your next turn, you can choose to have
resistance to the damage you take from the triggering attack,
The creature has disadvantage on attack rolls against or gain a +5 bonus to AC, including against the triggering
targets within the cylinder attack. Either option you choose, you take no damage from
Targets within the culinder can't be charmed, frightened, magic missile.
or possessed by the creature.
When you cast this spell, you can elect to cause its magic
to operate in the reverse direction, preventing a creature
of the specified type from leaving the cylinder and
protected targets outside of it.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the duration increases by 1 hour for
each slot level above 3rd.
#37 Tsuriboshi

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#40 Secret Chest Until the spell ends, you can direct the vine to lash out at
4th-level Conjuration [Bakudō] the same creature or another one as a bonus action on each
of your turns.
Casting Time: 1 action
Range: Touch #43 Locate Creature
Components: V, S, M (an exquisite chest, 3 ft by 2 ft, 4th-level Divination [Bakudō]
constructed from rare materials worth at least 5,000 gp, Casting Time: 1 action
and a Tiny replica made from the same materials worth at Range: Self
least 50 gp) Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous Duration: Concentration, up to 1 hour
Incantation: Words Incantation: Words
You hide a chest, and all its contents, on the Ethereal Plane. Describe or name a creature that is familiar to you. You sense
You must touch the chest and the miniature replica that the direction to the creature's location, as long as that
serves as a material component for the spell. The chest can creature is within 1,000 feet of you. If the creature is moving,
contain up to 12 cubic feet of nonliving material (3 feet by 2 you know the direction of its movement.
feet by 2 feet). The spell can locate a specific creature known to you, or
While the chest remains on the Ethereal Plane, you can the nearest creature of a specific kind (such as a human or a
use an action and touch the replica to recall the chest. It unicorn), so long as you have seen such a creature up close--
appears in an unoccupied space on the ground within 5 feet within 30 feet--at least once. If the creature you described or
of you. You can send the chest back to the Ethereal Plane by named is in a different form, such as being under the effects
using an action and touching both the chest and the replica. of a polymorph spell, this spell doesn't locate the creature.
After 60 days, there is a cumulative 5 percent chance per This spell can't locate a creature if running water at least
day that the spell's effect ends. This effect ends if you cast 10 feet wide blocks a direct path between you and the
this spell again, if the smaller replica chest is destroyed, or if creature.
you choose to end the spell as an action. If the spell ends and
the larger chest is on the Ethereal Plane, it is irretrievably #44 Arcanist's Magic Aura
lost. 4th-level Illusion [Bakudō]
#41 Arcane Eye Casting Time: 1 action
4th-level Divination [Bakudō] Range: Touch
Casting Time: 1 action Components: V, S, M (a small square of silk)
Range: 30 feet Duration: 24 hours
Components: V, S, M (a bit of bat fur) Incantation: Words
Duration: Concentration, up to 1 hour You place an illusion on a creature or an object you touch so
Incantation: Words that divination spells reveal false information about it. The
You create an invisible, magical eye within range that hovers target can be a willing creature or an object.
in the air for the duration. When you cast the spell, choose one or both of the
You mentally receive visual information from the eye, following effects. The effect lasts for the duration. If you cast
which has normal vision and darkvision out to 30 feet. The this spell on the same creature or object every day for 30
eye can look in every direction. days, placing the same effect on it each time, the illusion lasts
As an action, you can move the eye up to 30 feet in any until it is dispelled.
direction. There is no limit to how far away from you the eye False Aura. You change the way the target appears to
can move, but it can't enter another plane of existence. A spells and magical effects, such as detect magic, that detect
solid barrier blocks the eye's movement, but the eye can pass magical auras. You can make a nonmagical object appear
through an opening as small as 1 inch in diameter. magical, a magical object appear nonmagical, or change the
object's magical aura so that it appears to belong to a specific
#42 Grasping Vine school of magic that you choose. When you use this effect on
4th-level Conjuration [Bakudō] an object, you can make the false magic apparent to any
creature that handles the item.
Casting Time: Bonus action Mask. You change the way the target appears to spells and
Range: 30 feet magical effects that detect creature types, such as a paladin's
Components: V, S Divine Sense or the trigger of a symbol spell. You choose a
Duration: Concentration, up to 1 minute creature type and other spells and magical effects treat the
Incantation: Words target as if it were a creature of that type or of that alignment.
You conjure a vine that sprouts from the ground in an
unoccupied space of your choice that you can see within
range. When you cast this spell, you can direct the vine to
lash out at a creature within 30 feet of it that you can see.
That creature must succeed on a Dexterity saving throw or
be pulled 20 feet directly toward the vine.

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#45 Stoneskin Nothing--not physical objects, energy, or other spell effects--
4th-level Abjuration [Bakudō] can pass through the barrier, in or out, though a creature in
the sphere can breathe there. The sphere is immune to all
Casting Time: 1 action damage, and a creature or object inside can't be damaged by
Range: Touch attacks or effects originating from outside, nor can a creature
Components: V, S, M (diamond dust worth 100 gp, which inside the sphere damage anything outside it.
the spell consumes) The sphere is weightless and just large enough to contain
Duration: Concentration, up to 1 hour the creature or object inside. An enclosed creature can use its
Incantation: Words action to push against the sphere's walls and thus roll the
This spell turns the flesh of a willing creature you touch as sphere at up to half the creature's speed. Similarly, the globe
hard as stone. Until the spell ends, the target has resistance can be picked up and moved by other creatures.
to nonmagical bludgeoning, piercing, and slashing damage. A disintegrate spell targeting the globe destroys it without
harming anything inside it.
#46 Private Sanctum
4th-level Abjuration [Bakudō] #48 Greater Invisibility
Casting Time: 10 minutes 4th-level Illusion [Bakudō]
Range: 120 feet Casting Time: 1 action
Components: V, S, M (a thin sheet of lead, a piece of opaque Range: Touch
glass, a wad of cotton or cloth, and powdered chrysolite) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 minute
Incantation: Words Incantation: Words
You make an area within range magically secure. The area is You or a creature you touch becomes invisible until the spell
a cube that can be as small as 5 feet to as large as 100 feet on ends. Anything the target is wearing or carrying is invisible as
each side. The spell lasts for the duration or until you use an long as it is on the target's person.
action to dismiss it.
When you cast the spell, you decide what sort of security #49 Inemuri
the spell provides, choosing any or all of the following 4th-level Enchantment [Bakudō]
properties: Casting Time: 1 action
Sound can't pass through the barrier at the edge of the Range: 10 feet
warded area. Components: V, S, M (a pinch of fine sand, rose petals, or a
The barrier of the warded area appears dark and foggy, cricket)
Duration: 1 minute
preventing vision (including darkvision) through it. Incantation: Words
Sensors created by divination spells can't appear inside
the protected area or pass through the barrier at its You hold your hand out to a humanoid within range and
perimeter. overwhelm it with your reiatsu. If the creature you choose
Creatures in the area can't be targeted by divination spells. has 30 hit points of fewer, it falls into a magical slumber.
Nothing can teleport into or out of the warded area. Otherwise, the spell has no effect.
Planar travel is blocked within the warded area. The creature falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an action to shake or
Casting this spell on the same spot every day for a year slap the sleeper awake.
makes this effect permanent. Undead and creatures immune to being charmed aren’t
At Higher Levels. When you cast this spell using a spell affected by this spell.
slot of 5th level or higher, you can increase the size of the At Higher Levels. When you cast this spell using a spell
cube by 100 feet for each slot level beyond 4th. Thus you slot of 5th level or higher, increase the hit point threshold by
could protect a cube that can be up to 200 feet on one side by 10 for each slot level above 4th.
using a spell slot of 5th level.
#50 Wall of Force
#47 Resilient Sphere 5th-level Evocation [Bakudō]
4th-level Evocation [Bakudō]
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 20 feet Components: V, S, M (a pinch of powder made by crushing a
Components: V, S, M (a hemispherical piece of clear crystal clear gemstone)
and a matching hemispherical piece of gum arabic) Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 minute Incantation: Words
Incantation: Words
An invisible wall of force springs into existence at a point you
A sphere of shimmering force encloses a creature or object of choose within range. The wall appears in any orientation you
Large size or smaller within range. An unwilling creature choose, as a horizontal or vertical barrier or at an angle. It
must make a Dexterity saving throw. On a failed save, the can be free floating or resting on a solid surface.
creature is enclosed for the duration.

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You can form it into a hemispherical dome or a sphere with a Range: Self
radius of up to 10 feet, or you can shape a flat surface made Components: V, S, M (holy water or powdered silver and
up of ten 10-foot-by-10-foot panels. Each panel must be iron)
contiguous with another panel. In any form, the wall is 1/4 Duration: Concentration, up to 1 minute
inch thick. It lasts for the duration. If the wall cuts through a Incantation: Words
creature's space when it appears, the creature is pushed to Shimmering energy surrounds and protects you from fey,
one side of the wall (your choice which side). undead, and creatures originating from beyond the Material
Nothing can physically pass through the wall. It is immune Plane. For the duration, celestials, elementals, fey, fiends, and
to all damage and can't be dispelled by dispel magic. A undead have disadvantage on attack rolls against you.
disintegrate spell destroys the wall instantly, however. The You can end the spell early by using either of the following
wall also extends into the Ethereal Plane, blocking ethereal special functions.
travel through the wall. Break Enchantment. As your action, you touch a creature
#51 Antilife Shell you can reach that is charmed, frightened, or possessed by a
5th-level Abjuration [Bakudō] celestial, an elemental, a fey, a fiend, or an undead. The
creature you touch is no longer charmed, frightened, or
Casting Time: 1 action possessed by such creatures.
Range: Self Dismissal. As your action, make a melee spell attack
Components: V, S against a celestial, an elemental, a fey, a fiend, or an undead
Duration: Concentration, up to 1 hour you can reach. On a hit, you attempt to drive the creature
Incantation: Words back to its home plane. The creature must succeed on a
A shimmering barrier extends out from you in a 10-foot Charisma saving throw or be sent back to its home plane (if it
radius and moves with you, remaining centered on you and isn't there already). If they aren't on their home plane, undead
hedging out creatures other than undead and constructs. The are sent to the Shadowfell, and fey are sent to the Feywild.
barrier lasts for the duration.
The barrier prevents an affected creature from passing or #54 Legend Lore
reaching through. An affected creature can cast spells or 5th-level Divination [Bakudō]
make attacks with ranged or reach weapons through the Casting Time: 10 minutes
barrier. Range: Self
If you move so that an affected creature is forced to pass Components: V, S, M (incense worth at least 250 gp, which
through the barrier, the spell ends. the spell consumes, and four ivory strips worth at least 50
gp each)
#52 Commune with Nature Duration: Instantaneous
5th-level Divination [Bakudō] Incantation: Words
Casting Time: 1 minute (Ritual) Name or describe a person, place, or object. The spell brings
Range: Self to your mind a brief summary of the significant lore about the
Components: V, S thing you named. The lore might consist of current tales,
Duration: Instantaneous forgotten stories, or even secret lore that has never been
Incantation: Words widely known. The more information you already have about
You briefly become one with nature and gain knowledge of the thing, the more precise and detailed the information you
the surrounding territory. In the outdoors, the spell gives you receive is.
knowledge of the land within 3 miles of you. In caves and The information you learn is accurate but might be
other natural underground settings, the radius is limited to couched in figurative language. For example, if you have a
300 feet. The spell doesn't function where nature has been mysterious magic axe on hand, the spell might yield this
replaced by construction, such as in dungeons and towns. information: “Woe to the evildoer whose hand touches the
You instantly gain knowledge of up to three facts of your axe, for even the haft slices the hand of the evil ones.
choice about any of the following subjects as they relate to Only a true Child of Stone, lover and beloved of Moradin,
the area: may awaken the true powers of the axe, and only with the
sacred word Rudnogg on the lips."
terrain and bodies of water
prevalent plants, minerals, animals, or peoples #55 Passwall
powerful celestials, fey, fiends, elementals, or undead 5th-level Transmutation [Bakudō]
influence from other planes of existence Casting Time: 1 action
buildings Range: 30 feet
For example, you could determine the location of powerful Components: V, S, M (a pinch of sesame seeds)
undead in the area, the location of major sources of safe Duration: 1 hour
drinking water, and the location of any nearby towns. Incantation: Words
#53 Dispel Evil and Good
5th-level Abjuration [Bakudō]
Casting Time: 1 action

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A passage appears at a point of your choice that you can see Grasping Hand. The hand attempts to grapple a Huge or
on a wooden, plaster, or stone surface (such as a wall, a smaller creature within 5 feet of it. You use the hand's
ceiling, or a floor) within range, and lasts for the duration. Strength score to resolve the grapple. If the target is Medium
You choose the opening's dimensions: up to 5 feet wide, 8 or smaller, you have advantage on the check. While the hand
feet tall, and 20 feet deep. The passage creates no instability is grappling the target, you can use a bonus action to have the
in a structure surrounding it. hand crush it. When you do so, the target takes bludgeoning
When the opening disappears, any creatures or objects still damage equal to 2d6 + your spellcasting ability modifier.
in the passage created by the spell are safely ejected to an Interposing Hand. The hand interposes itself between you
unoccupied space nearest to the surface on which you cast and a creature you choose until you give the hand a different
the spell. command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
#56 Telepathic Bond target can't move through the hand's space if its Strength
5th-level Divination [Bakudō] score is less than or equal to the hand's Strength score. If its
Casting Time: 1 action (Ritual) Strength score is higher than the hand's Strength score, the
Range: 20 feet target can move toward you through the hand's space, but
Components: V, S, M (pieces of eggshell from two different that space is difficult terrain for the target.
kinds of creatures) At Higher Levels. When you cast this spell using a spell
Duration: 1 hour slot of 6th level or higher, the damage from the clenched fist
Incantation: Words option increases by 2d8 and the damage from the grasping
hand increases by 2d6 for each slot level above 5th.
You forge a telepathic link among up to eight willing
creatures of your choice within range, psychically linking #58 Kakishitsijaku
each creature to all the others for the duration. Creatures 5th-level Divination [Bakudō]
with Intelligence scores of 2 or less aren't affected by this Casting Time: 10 minutes
spell. Range: Self
Until the spell ends, the targets can communicate Components: V, S, M (1 ounce of wink worth at least 500 gp,
telepathically through the bond whether or not they have a which the spell consumes)
common language. The communication is possible over any Duration: Concentration, up to 10 minutes
distance, though it can't extend to other planes of existence. Incantation: "Heart of the south, eye of the north, finger of
#57 Arcane Hand the west, foot of the east, arrive with the wind and depart
5th-level Evocation [Bakudō] with the rain."
Casting Time: 1 action You can see and hear a particular creature you choose that is
Range: 120 feet on the same plane of existence as you. The target must make
Components: V, S, M (an eggshell and a snakeskin glove) a Wisdom saving throw, which is modified by how well you
Duration: Concentration, up to 1 minute know the target and the sort of physical connection you have
Incantation: Words to it. If a target knows you're casting this spell, it can fail the
saving throw voluntarily if it wants to be observed.
You create a Large hand of shimmering, translucent force in
an unoccupied space that you can see within range. The hand Knowledge Save Modifier
lasts for the spell's duration, and it moves at your command, Secondhand (you have heard of the target) +5
mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal Firsthand (you have met the target) 0
to your hit point maximum. If it drops to 0 hit points, the spell Familiar (you know the target well) -5
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
The hand doesn't fill its space. Connection Save Modifier
When you cast the spell and as a bonus action on your
subsequent turns, you can move the hand up to 60 feet and Likeness or picture -2
then cause one of the following effects with it. Possession or garment -4
Clenched Fist. The hand strikes one creature or object
within 5 feet of it. Make a melee spell attack for the hand Body part, lock of hair, bit of nail, or the like -10
using your game statistics. On a hit, the target takes 4d8
force damage. On a successful save, the target isn't affected, and you can't
Forceful Hand. The hand attempts to push a creature use this spell against it again for 24 hours.
within 5 feet of it in a direction you choose. Make a check On a failed save, the spell creates an invisible sensor within
with the hand's Strength contested by the Strength 10 feet of the target. You can see and hear through the sensor
(Athletics) check of the target. If the target is Medium or as if you were there. The sensor moves with the target,
smaller, you have advantage on the check. If you succeed, the remaining within 10 feet of it for the duration. A creature that
hand pushes the target up to 5 feet plus a number of feet can see invisible objects sees the sensor as a luminous orb
equal to five times your spellcasting ability modifier. The about the size of your fist.
hand moves with the target to remain within 5 feet of it.

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Instead of targeting a creature, you can choose a location you Incantation: Carriage of thunder, bridge of a spinning wheel.
have seen before as the target of this spell. When you do, the With light, divide this into six!
sensor appears at that location and doesn't move. You point your finger at a target you can see within range.
#59 Teleportation Circle Sparks of yellow energy spark form you finger generating six
5th-level Conjuration [Bakudō] thin, wide beams of light that slam into the targets
midsection holding them in place. The target must make a
Casting Time: 1 minute Strength saving throw, on a failure they are restrained.
Range: 10 feet If the creature is currently under the effects of Bakudo #4
Components: V, M (rare chalks and inks infused with Hainawa, the target is instead incapacitated and you do not
precious gems worth 50 gp, which the spell consumes) need to concentrate on this spell.
Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on #62 Hyapporankan
the ground inscribed with sigils that link your location to a 6th-level Conjuration [Bakudō]
permanent teleportation circle of your choice whose sigil Casting Time: 1 action
sequence you know and that is on the same plane of Range: 20 feet
existence as you. A shimmering portal opens within the circle Components: V, S
you drew and remains open until the end of your next turn. Duration: 1 minute
Any creature that enters the portal instantly appears within Incantation: Words
5 feet of the destination circle or in the nearest unoccupied You generate a blue-white glowing rod of energy and throw it
space if that space is occupied. in a direction. The rod then multiplies into a hundred more
Many major temples, factions, and other important places rods creating a horizontal cylinder thats 80 feet long and 20
have permanent teleportation circles inscribed somewhere feet wide. Each creature in the cylinder must make a
within their confines. Each such circle includes a unique sigil Dexterity saving throw. A creature is pushed back 60 feet on
sequence--a string of magical runes arranged in a particular a failed save. Additionally, if a creature is pushed back and
pattern. When you first gain the ability to cast this spell, you collides with a solid surface, the creature is restrained for the
learn the sigil sequences for two destinations on the Material duration. On each of it's turns, the creature can spend an
Plane, determined by the GM. You can learn additional sigil action to make a Strength saving throw to end this affect or
sequences during your adventures. You can commit a new deal damage to the rods restraining them, which have a
sigil sequence to memory after studying it for 1 minute. collected hit points of 15 and an AC of 0.
#60 Find the Path #63 Sajō Sabaku
6th-level Divination [Bakudō] 6th-level Conjuration [Bakudō]
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 40 feet
Components: V, S, M (a set of divinatory tools-such as bones, Components: V, S
ivory sticks, cards, teeth, or carved runes-worth 100 gp and Duration: Concentration, up to 1 minute
an object from the location you wish to find) Incantation: Words
Duration: Concentration, up to 1 day
Incantation: Words Raising your palm to the target and closing your fist, you call
This spell allows you to find the shortest, most direct physical forth yellow energy that takes the form of very thick rope
route to a specific fixed location, on the same plane of which flies out to and binds a target you can see within range.
existence, from which the material component is from. If you The target must make a Charisma saving throw. On a failure,
name a destination on another plane of existence, a the target is restrained for the duration and cannot perform
somatic components for spells or abilities. On each of the
destination that moves (such as a mobile fortress), or a creatures turns, it can spend an action to make an additional
destination that the material component isn't from, the spell Charisma saving throw, on a success ending the spell.
fails.
For the duration, as long as you are on the same plane of #64 Contingency
existence as the destination, you know how far it is and in 6th-level Evocation [Bakudō]
what direction it lies. While you are traveling there, whenever Casting Time: 10 minutes
you are presented with a choice of paths along the way, you Range: Self
automatically determine which path is the shortest and most
direct route (but not necessarily the safest route) to the Components: V, S, M (a statuette of yourself carved from
destination. ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
#61 Rikujōkōrō Incantation: Words
6th-level Conjuration [Bakudō] Choose a spell of 5th level or lower that you can cast, that has
Casting Time: 1 action a casting time of 1 action, and that can target you. You cast
Range: 60 feet that spell-called the contingent spell-as part of casting
Components: V, S contingency, expending spell slots for both, but the
Duration: Concentration, up to 1 minute

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contingent spell doesn't come into effect. An immobile, faintly shimmering barrier springs into
Instead, it takes effect when a certain circumstance occurs. existence in a 10-foot radius around you and remains for the
You describe that circumstance when you cast the two spells. duration.
For example, a contingency cast with water breathing might Any spell of 5th level or lower cast from outside the barrier
stipulate that water breathing comes into effect when you are can't affect creatures or objects within it, even if the spell is
engulfed in water or a similar liquid. cast using a higher level spell slot. Such a spell can target
The contingent spell takes effect immediately after the creatures and objects within the barrier, but the spell has no
circumstance is met for the first time, whether or not you effect on them. Similarly, the area within the barrier is
want it to, and then contingency ends. excluded from the areas affected by such spells.
The contingent spell takes effect only on you, even if it can At Higher Levels. When you cast this spell using a spell
normally target others. You can use only one contingency slot of 7th level or higher, the barrier blocks spells of one level
spell at a time. higher for each slot level above 6th.
If you cast this spell again, the effect of another
contingency spell on you ends. Also, contingency ends on you #68 Forbiddance
if its material component is ever not on your person. 6th-level Abjuration [Bakudō]
Casting Time: 10 minutes (ritual)
#65 Primordial Ward Range: Touch
6th-level Abjuration [Bakudō] Components: V, S, M (a sprinkling of holy water, rare
Casting Time: 1 action incense, and powdered ruby worth at least 1,000 gp)
Range: Self Duration: 1 day
Components: V, S Incantation: Words
Duration: Concentration, up to 1 minute You create a ward against magical travel that protects up to
Incantation: Words 40,000 square feet of floor space to a height of 30 feet above
You have resistance to acid, cold, fire, lightning, and thunder the floor. For the duration, creatures can't teleport into the
damage for the spell’s duration. area or use portals, such as those created by the gate spell, to
When you take damage of one of those types, you can use enter the area. The spell proofs the area against planar travel,
your reaction to gain immunity to that type of damage, and therefore prevents creatures from accessing the area by
including against the triggering damage. way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
If you do so, the resistances end, and you have the or the plane shift spell.
immunity until the end of your next turn, at which time the In addition, the spell damages types of creatures that you
spell ends. choose when you cast it. Choose one or more of the
following: celestials, elementals, fey, fiends, and undead.
#66 Blade Barrier When a chosen creature enters the spell's area for the first
6th-level Evocation [Bakudō] time on a turn or starts its turn there, the creature takes 5d10
Casting Time: 1 action radiant or necrotic damage (your choice when you cast this
Range: 90 feet spell).
Components: V, S When you cast this spell, you can designate a password. A
Duration: Concentration, up to 10 minutes creature that speaks the password as it enters the area takes
Incantation: Words no damage from the spell.
The spell's area can't overlap with the area of another
You create a vertical wall of whirling, ethereal razor-sharp forbiddance spell. If you cast forbiddance every day for 30
blades made of magical energy. The wall appears within days in the same location, the spell lasts until it is dispelled,
range and lasts for the duration. You can make a straight wall and the material components are consumed on the last
up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed casting.
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick.
The wall provides three-quarters cover to creatures behind it, #69 True Seeing
and its space is difficult terrain. 6th-level Divination [Bakudō]
When a creature enters the wall's area for the first time on Casting Time: 1 action
a turn or starts its turn there, the creature must make a Range: Touch
Dexterity saving throw. On a failed save, the creature takes Components: V, S, M (an ointment for the eyes that costs 25
6d10 slashing damage. On a successful save, the creature gp; is made from mushroom powder, saffron, and fat; and
takes half as much damage. is consumed by the spell)
#67 Globe of Invulnerability Duration: 1 hour
6th-level Abjuration [Bakudō] Incantation: Words
Casting Time: 1 action This spell gives the willing creature you touch the ability to
Range: Self see things as they actually are. For the duration, the creature
Components: V, S, M (a glass or crystal bead that shatters has truesight, notices secret doors hidden by magic, and
when the spell ends)
Duration: Concentration, up to 1 minute
Incantation: Words

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can see into the Ethereal Plane, all out to a range of 120 feet. whatever god, pantheon, or philosophy is represented by
the holy symbol used in the casting.
#70 Instant Summons You make all decisions about the temple’s appearance. The
7th-level Conjuration [Bakudō] interior is enclosed by a floor, walls, and a roof, with one door
Casting Time: 1 minute (ritual) granting access to the interior and as many windows as you
Range: Touch wish. Only you and any creatures you designate when you
Components: V, S, M (a sapphire worth 1,000 gp) cast the spell can open or close the door.
Duration: Until dispelled The temple’s interior is an open space with an idol or altar
Incantation: Words at one end. You decide whether the temple is illuminated and
whether that illumination is bright light or dim light. The
You touch an object weighing 10 pounds or less whose smell of burning incense fills the air within, and the
longest dimension is 6 feet or less. The spell leaves an temperature is mild.
invisible mark on its surface and invisibly inscribes the name The temple opposes types of creatures you choose when
of the item on the sapphire you use as the material you cast this spell. Choose one or more of the following:
component. Each time you cast this spell, you must use a celestials, elementals, fey, fiends, or undead.
different sapphire. If a creature of the chosen type attempts to enter the
At any time thereafter, you can use your action to speak the temple, that creature must make a Charisma saving throw.
item's name and crush the sapphire. The item instantly On a failed save, it can’t enter the temple for 24 hours. Even if
appears in your hand regardless of physical or planar the creature can enter the temple, the magic there hinders it;
distances, and the spell ends. If another creature is holding whenever it makes an attack roll, an ability check, or a saving
or carrying the item, crushing the sapphire doesn't transport throw inside the temple, it must roll a d4 and subtract the
the item to you, but instead you learn who the creature number rolled from the d20 roll.
possessing the object is and roughly where that creature is In addition, the sensors created by divination spells can’t
located at that moment. appear inside the temple, and creatures within can’t be
Dispel magic or a similar effect successfully applied to the targeted by divination spells.
sapphire ends this spell's effect. Finally, whenever any creature in the temple regains hit
#71 Sequester points from a spell of 1st level or higher, the creature regains
7th-level Transmutation [Bakudō] additional hit points equal to your Wisdom modifier
(minimum 1 hit point).
Casting Time: 1 action The temple is made from opaque magical force that
Range: Touch extends into the Ethereal Plane, thus blocking ethereal travel
Components: V, S, M (a powder composed of diamond, into the temple’s interior. Nothing can physically pass through
emerald, ruby, and sapphire dust worth at least 5,000 gp, the temple’s exterior. It can’t be dispelled by dispel magic, and
which the spell consumes) antimagic field has no effect on it. A disintegrate spell
Duration: Until dispelled destroys the temple instantly.
Incantation: Words Casting this spell on the same spot every day for a year
By means of this spell, a willing creature or an object can be makes this effect permanent.
hidden away, safe from detection for the duration. When you
cast the spell and touch the target, it becomes invisible and #73 Tozanshō
can't be targeted by divination spells or perceived through 7th-level Evocation [Bakudō]
scrying sensors created by divination spells. Casting Time: 1 action
If the target is a creature, it falls into a state of suspended Range: 100 feet
animation. Time ceases to flow for it, and it doesn't grow Components: V, S, M (ruby dust worth 1,500 gp)
older. Duration: 1 hour
You can set a condition for the spell to end early. The Incantation: Words
condition can be anything you choose, but it must occur or be An immobile, opaque, light-blue, prison composed of magical
visible within 1 mile of the target. Examples include "after force springs into existence around an area you choose
1,000 years" or "when the tarrasque awakens." This spell also within range. The prison can be a cage or a solid box, as you
ends if the target takes any damage. choose.
#72 Hachigyō Sōgai The prison in the shape of a inverted-pyramid, each four
7th-level Conjuration [Bakudō] sides base 20 feet wide and a height of 40 feet.
When you cast the spell, any creature that is completely
Casting Time: 1 hour inside the cage's area is trapped. Creatures only partially
Range: 120 feet within the area, or those too large to fit inside the area, are
Components: V, S, M (a holy symbol worth at least 5 gp) pushed away from the center of the area until they are
Duration: 24 hours completely outside the area.
Incantation: Words
You cause a temple to shimmer into existence on ground you
can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side. The
temple remains until the spell ends. It is dedicated to

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A creature inside the cage can't leave it by nonmagical Fear. Each target must make a Wisdom saving throw and
means. If the creature tries to use teleportation or interplanar becomes frightened for 1 minute on a failed save. While
travel to leave the cage, it must first make a Charisma saving frightened, the target must move at least 30 feet away from
throw. On a success, the creature can use that magic to exit the glyph on each of its turns, if able.
the cage. On a failure, the creature can't exit the cage and Hopelessness. Each target must make a Charisma saving
wastes the use of the spell or effect. The cage also extends throw. On a failed save, the target is overwhelmed with
into the Ethereal Plane, blocking ethereal travel. despair for 1 minute. During this time, it can't attack or target
This spell can't be dispelled by dispel magic. You can use any creature with harmful abilities, spells, or other magical
an action to dismiss this spell early. effects.
Insanity. Each target must make an Intelligence saving
#74 Symbol throw. On a failed save, the target is driven insane for 1
7th-level Abjuration [Bakudō] minute. An insane creature can't take actions, can't
Casting Time: 1 minute understand what other creatures say, can't read, and speaks
Range: Touch only in gibberish. The GM controls its movement, which is
Components: V, S, M (mercury, phosphorous, and powdered erratic.
diamond and opal with a total value of at least 1,000 gp, Pain. Each target must make a Constitution saving throw
which the spell consumes) and becomes incapacitated with excruciating pain for 1
Duration: Until dispelled or triggered minute on a failed save.
Incantation: Words Sleep. Each target must make a Wisdom saving throw and
falls unconscious for 10 minutes on a failed save. A creature
When you cast this spell, you inscribe a harmful glyph either awakens if it takes damage or if someone uses an action to
on a surface (such as a section of floor, a wall, or a table) or shake or slap it awake.
within an object that can be closed to conceal the glyph (such Stunning. Each target must make a Wisdom saving throw
as a book, a scroll, etc.). If you choose a surface, the glyph can and becomes stunned for 1 minute on a failed save.
cover an area of the surface no larger than 10 feet in
diameter. If you choose an object, that object must remain in #75 Gochūtekkan
its place; if the object is moved more than 10 feet from where 7th-level Conjuration [Bakudō]
you cast this spell, the glyph is broken, and the spell ends
without being triggered. Casting Time: 1 action
The glyph is nearly invisible, requiring an Intelligence Range: 60 feet
(Investigation) check against your spell save DC to find it. Components: V, S
You decide what triggers the glyph when you cast the spell. Duration: Concentration, up to 5 minutes
For glyphs inscribed on a surface, the most typical triggers Incantation: Walls of iron sand, a priestly pagoda, glowing
include touching or stepping on the glyph, removing another ironclad fireflies. Standing upright, silent to the end.
object covering it, approaching within a certain distance of it, You clasp your hands together, as your chanting, five small
or manipulating the object that holds it. For glyphs inscribed yellow orbs emerge from your hands and circle your head.
within an object, the most common triggers are opening the Raising your clasped hands above your head and slapping
object, approaching within a certain distance of it, or seeing downwards the orbs are sent into the ground. A bright light
or reading the glyph. flashes above a target you can see within range and five
You can further refine the trigger so the spell is activated pentagonal pillars linked by chains crash down on the target.
only under certain circumstances or according to a creature's Each pillar is 10 feet tall and 3 feet thick. The target must
physical characteristics, or physical kind (for example, the make a Dexterity saving throw. On a failed save they are
ward could be set to affect hags or undead). You can also prone and grappled for the duration. Additionally, the target
specify creatures that don't trigger the glyph, such as those is barred from teleportation or interplanar travel and can't
who say a certain password. perform somatic components from spells.
When you inscribe the glyph, choose one of the options On each of the creatures turns it can spend an action to
below for its effect. Once triggered, the glyph glows, filling a make a Strength saving throw, ending the spell on a success.
60-foot-radius sphere with dim light for 10 minutes, after
which time the spell ends. Each creature in the sphere when #76 Kūkanten'i
the glyph activates is targeted by its effect, as is a creature 7th-level Conjuration [Bakudō]
that enters the sphere for the first time on a turn or ends its Casting Time: 1 action
turn there. Range: 10 feet
Death. Each target must make a Constitution saving throw, Components: V, S
taking 10d10 necrotic damage on a failed save, or half as Duration: Instantaneous
much damage on a successful save. Incantation: Words
Discord. Each target must make a Constitution saving
throw. On a failed save, a target bickers and argues with other This spell instantly transports you and up to eight willing
creatures for 1 minute. During this time, it is incapable of creatures of your choice that you can see within range, or a
meaningful communication and has disadvantage on attack single object that you can see within range, to a destination
rolls and ability checks. you select. If you target an object, it must be able to fit
entirely inside a 10-foot cube, and it can't be held or carried
by an unwilling creature.

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The destination you choose must be known to you, and it Mishap. The spell's unpredictable magic results in a
must be on the same plane of existence as you. Your difficult journey. Each teleporting creature (or the target
familiarity with the destination determines whether you object) takes 3d10 force damage, and the GM rerolls on the
arrive there successfully. The GM rolls d100 and consults the table to see where you wind up (multiple mishaps can occur,
table. dealing damage each time).
Familiarity. "Permanent circle" means a permanent
teleportation circle whose sigil sequence you know. #77 Tenteikūra
"Associated object" means that you possess an object taken 7th-level Evocation [Bakudō]
from the desired destination within the last six months, such Casting Time: 1 action
as a book from a wizard's library, bed linen from a royal suite, Range: Unlimited
or a chunk of marble from a lich's secret tomb. Components: V, S, M (very fine ink)
"Very familiar" is a place you have been very often, a place Duration: 24 hours
you have carefully studied, or a place you can see when you Incantation: Silken net of black and white! Twenty-two
cast the spell. "Seen casually" is someplace you have seen bridges, sixty-six crowning sash; footprints, distant thunder,
more than once but with which you aren't very familiar. pointed peaks, revolving grounds, nightly prostrations, sea
"Viewed once" is a place you have seen once, possibly using of clouds, the pale ranks of troops, complete the grand
magic. "Description" is a place whose location and circle and surpass the heavens.
appearance you know through someone else's description,
perhaps from a map. You create a telepathic link between yourself and a willing
"False destination" is a place that doesn't exist. Perhaps creature with which you are familiar. The creature can be
you tried to scry an enemy's sanctum but instead viewed an anywhere on the same plane of existence as you. The spell
illusion, or you are attempting to teleport to a familiar ends if you or the target are no longer on the same plane.
location that no longer exists. Until the spell ends, you and the target can instantaneously
share words, images, sounds, and other sensory messages
Similar Off On with one another through the link, and the target recognizes
Familiarity Mishap Area Target Target you as the creature it is communicating with. The spell
Permanent circle - - - 01-100
enables a creature with an Intelligence score of at least 1 to
understand the meaning of your words and take in the scope
Associated
- - - 01-100
of any sensory messages you send to it.
object
Very familiar 01-05 06-13 14-24 25-100
#78 Plane Shift
7th-level Conjuration [Bakudō]
Seen casually 01-33 34-43 44-53 54-100 Casting Time: 1 action
Viewed once 01-43 44-53 54-73 74-100 Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250
Description 01-43 44-53 54-73 74-100 gp, attuned to a particular plane of existence)
False destination 01-50 51-100 - - Duration: Instantaneous
Incantation: Words
On Target. You and your group (or the target object) You and up to eight willing creatures who link hands in a
appear where you want to. circle are transported to a different plane of existence. You
Off Target. You and your group (or the target object) can specify a target destination in general terms, such as the
appear a random distance away from the destination in a City of Brass on the Elemental Plane of Fire or the palace of
random direction. Distance off target is 1d10 × 1d10 percent Dispater on the second level of the Nine Hells, and you
of the distance that was to be traveled. For example, if you appear in or near that destination. If you are trying to reach
tried to travel 120 miles, landed off target, and rolled a 5 and the City of Brass, for example, you might arrive in its Street
3 on the two d10s, then you would be off target by 15 of Steel, before its Gate of Ashes, or looking at the city from
percent, or 18 miles. The GM determines the direction off across the Sea of Fire, at the GM's discretion.
target randomly by rolling a d8 and designating 1 as north, 2 Alternatively, if you know the sigil sequence of a
as northeast, 3 as east, and so on around the points of the teleportation circle on another plane of existence, this spell
compass. If you were teleporting to a coastal city and wound can take you to that circle. If the teleportation circle is too
up 18 miles out at sea, you could be in trouble. small to hold all the creatures you transported, they appear in
Similar Area. You and your group (or the target object) the closest unoccupied spaces next to the circle.
wind up in a different area that's visually or thematically You can use this spell to banish an unwilling creature to
similar to the target area. If you are heading for your home another plane. Choose a creature within your reach and
laboratory, for example, you might wind up in another make a melee spell attack against it. On a hit, the creature
wizard's laboratory or in an alchemical supply shop that has must make a Charisma saving throw. If the creature fails this
many of the same tools and implements as your laboratory. save, it is transported to a random location on the plane of
Generally, you appear in the closest similar place, but since existence you specify. A creature so transported must find its
the spell has no range limit, you could conceivably wind up own way back to your current plane of existence.
anywhere on the plane.

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#79 Kuyō Shibari Ryūbi no Jōmon. You create multiple pillars, each one
7th-level Conjuration [Bakudō] being five feet wide, 50 feet tall and 5 feet thick, forming a
gigantic shield or door-like barrier on a point within range.
Casting Time: 1 action The barrier is 50 feet wide, 100 feet tall and 20 feet thick.
Range: 60 feet Each pillar has an AC of 10 and 20 hit points per inch of
Components: V, S thickness.
Duration: Concentration, up to 1 hour Defensive. Friendly creatures regain the maximum number
Incantation: Words of hit points from any healing.
You create nine black holes with purple oultines surrounding Offensive. Hostile creatures can't regain hit points.
a creature within range you can see. The black holes emit Kokō no Jōmon. You create a circular barrier with a 25
immense gravitational energy on the target. The target must foot radius and 10 feet thick that takes the shape of a
make a Constitution saving throw. On a failure, the creature watermill. As an action, its inner section can be opened up
is incapacitated and restrained for the duration. like a set of fangs allowing passage through the barrier.
Defensive. When friendly creatures makes a saving throw,
#80 Power Word Stun they can roll a d10 and add the number rolled to the saving
8th-level Enchantment [Bakudō] throw.
Casting Time: 1 action Offensive. When Hostile creatures makes a saving throw,
Range: 60 feet they can roll a d10 and subtract the number rolled to the
Components: V saving throw.
Duration: Instantaneous Kigai no Jōmon. You create a barrier of many small
Incantation: Words hexagons, forming a honeycomb-like structure resembling a
turtle shell. This barrier is 50 feet wide, 100 feet tall and 5
You speak a word of power that can overwhelm the mind of feet thick. The barrier has an AC of 10, each hexagon has 10
one creature you can see within range, leaving it hit points per inch and a damage threshold of 10.
dumbfounded. If the target has 150 hit points or fewer, it is Additionally, when the barrier is subjected to a Hadō spell, it
stunned. Otherwise, the spell has no effect. is reflected back at the caster, using the same save DC, spell
The stunned target must make a Constitution saving throw attack roll and damage.
at the end of each of its turns. On a successful save, this Defensive. Friendly creatures gain resistance to all
stunning effect ends. damage.
#81 Dankū Offensive. Hostile creatures do not benefit from any
8th-level Abjuration [Bakudō] resistances and cannot gain resistances of any kind.
Hōyoku no Jōmon. You create an obelisk and many planks
Casting Time: 1 reaction, which you take when you are combining to form a sort of lampshade, resembling folding
targeted by an attack, spell or ability wings and a crude bird's head/body in the air where it stays
Range: Self suspended. The lampshade is 50 feet in diameter and affects
Components: V, S everything directly underneath it. The barrier has an AC of 10
Duration: 1 round and 100 hit points, and is immune to fire damage. All friendly
Incantation: Words creatures underneath the barrier benefit from the Defensive
A translucent wall of force springs existence protecting you trait.
against harm. When an attack, spell or ability is made against Defensive. Friendly creatures have advantage on attack
you, the wall blocks it, causing the attack to miss or the spell rolls.
to have no effect on you. Offensive. Hostile creatures cannot gain advantage on
attack rolls.
#82 Shijū no Saimon
8th-level Conjuration [Bakudō] #83 Antipathy/Sympathy
Casting Time: 1 action 8th-level Enchantment [Bakudō]
Range: 120 feet Casting Time: 1 hour
Components: V, S Range: 60 feet
Duration: Concentration, up to 5 minutes Components: V, S, M (either a lump of alum soaked in
Incantation: Words vinegar for the antipathy effect or a drop of honey for the
sympathy effect)
Shijū no Saimon is a barrier formed by four castings of this Duration: 10 days
spell, each time choosing one of the following barriers listed Incantation: Words
below. When you arrange the following barriers as three
walls and Hōyoku no Jōmon as the roof, a cube is formed This spell attracts or repels creatures of your choice. You
enclosing the area. When the barrier is created, you choose target something within range, either a Huge or smaller
Defensive or Offensive. Each wall will apply its listed effect to object or creature or an area that is no larger than a 200-foot
the interior of the barrier. cube. Then specify a kind of intelligent creature, such as red
dragons, goblins, or vampires.

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You invest the target with an aura that either attracts or 8th-level Conjuration [Bakudō]
repels the specified creatures for the duration. Choose Casting Time: 1 minute
antipathy or sympathy as the aura's effect. Range: 1 mile
Antipathy. The enchantment causes creatures of the kind Components: V, S, M (a diamond worth at least 500 gp,
you designated to feel an intense urge to leave the area and which the spell consumes)
avoid the target. When such a creature can see the target or Duration: Instantaneous
comes within 60 feet of it, the creature must succeed on a Incantation: Words
Wisdom saving throw or become frightened. The creature
remains frightened while it can see the target or is within 60 A fortress of stone erupts from a square area of ground of
feet of it. While frightened by the target, the creature must your choice that you can see within range. The area is 120
use its movement to move to the nearest safe spot from feet on each side, and it must not have any buildings or other
which it can't see the target. If the creature moves more than structures on it. Any creatures in the area are harmlessly
60 feet from the target and can't see it, the creature is no lifted up as the fortress rises.
longer frightened, but the creature becomes frightened again The fortress has four turrets with square bases, each one
if it regains sight of the target or moves within 60 feet of it. 20 feet on a side and 30 feet tall, with one turret on each
Sympathy. The enchantment causes the specified corner. The turrets are connected to each other by stone
creatures to feel an intense urge to approach the target while walls that are each 80 feet long, creating an enclosed area.
within 60 feet of it or able to see it. When such a creature can Each wall is 1 foot thick and is composed of panels that are
see the target or comes within 60 feet of it, the creature must 10 feet wide and 20 feet tall. Each panel is contiguous with
succeed on a Wisdom saving throw or use its movement on two other panels or one other panel and a turret. You can
each of its turns to enter the area or move within reach of the place up to four stone doors in the fortress’s outer wall.
target. When the creature has done so, it can't willingly move A small keep stands inside the enclosed area. The keep has
away from the target. a square base that is 50 feet on each side, and it has three
If the target damages or otherwise harms an affected floors with 10-foot-high ceilings. Each of the floors can be
creature, the affected creature can make a Wisdom saving divided into as many rooms as you like, provided each room
throw to end the effect, as described below. is at least 5 feet on each side. The floors of the keep are
Ending the Effect. If an affected creature ends its turn connected by stone staircases, its walls are 6 inches thick,
while not within 60 feet of the target or able to see it, the and interior rooms can have stone doors or open archways as
creature makes a Wisdom saving throw. On a successful you choose. The keep is furnished and decorated however
save, the creature is no longer affected by the target and you like, and it contains sufficient food to serve a nine-course
recognizes the feeling of repugnance or attraction as magical. banquet for up to 100 people each day. Furnishings, food, and
In addition, a creature affected by the spell is allowed another other objects created by this spell crumble to dust if removed
Wisdom saving throw every 24 hours while the spell persists. from the fortress.
A creature that successfully saves against this effect is A staff of one hundred invisible servants obeys any
immune to it for 1 minute, after which time it can be affected command given to them by creatures you designate when you
again. cast the spell. Each servant functions as if created by the
unseen servant spell.
#84 Arcane Gate The walls, turrets, and keep are all made of stone that can
8th-level Conjuration [Bakudō] be damaged. Each 10-foot-by-10-foot section of stone has AC
Casting Time: 1 action 15 and 30 hit points per inch of thickness. It is immune to
Range: 500 feet poison and psychic damage. Reducing a section of stone to 0
Components: V, S hit points destroys it and might cause connected sections to
Duration: Concentration, up to 10 minutes buckle and collapse at the DM’s discretion.
Incantation: Words After 7 days or when you cast this spell somewhere else,
the fortress harmlessly crumbles and sinks back into the
You create linked teleportation portals that remain open for ground, leaving any creatures that were inside it safely on the
the duration. Choose two points on the ground that you can ground.
see, one point within 10 feet of you and one point within 500 Casting this spell on the same spot once every 7 days for a
feet of you. A circular portal, 10 feet in diameter, opens over year makes the fortress permanent.
each point. If the portal would open in the space occupied by
a creature, the spell fails, and the casting is lost. #86 Mind Blank
The portals are two-dimensional glowing rings filled with 8th-level Abjuration [Bakudō]
mist, hovering inches from the ground and perpendicular to it Casting Time: 1 action
at the points you choose. A ring is visible only from one side Range: Touch
(your choice), which is the side that functions as a portal. Components: V, S
Any creature or object entering the portal exits from the Duration: 24 hours
other portal as if the two were adjacent to each other; passing Incantation: Words
through a portal from the nonportal side has no effect. The
mist that fills each portal is opaque and blocks vision through Until the spell ends, one willing creature you touch is
it. On your turn, you can rotate the rings as a bonus action so immune to psychic damage, any effect that would sense
that the active side faces in a different direction.
#85 Mighty Fortress

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ts emotions or read its thoughts, divination spells, and the Spells and other magical effects, except those created by
charmed condition. an artifact or a deity, are suppressed in the sphere and can't
The spell even foils wish spells and spells or effects of protrude into it. A slot expended to cast a suppressed spell is
similar power used to affect the target's mind or to gain consumed. While an effect is suppressed, it doesn't function,
information about the target. but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects that
#87 Maze target a creature or an object in the sphere have no effect on
8th-level Conjuration [Bakudō] that target.
Casting Time: 1 action Areas of Magic. The area of another spell or magical
Range: 60 feet effect can't extend into the sphere. If the sphere overlaps an
Components: V, S area of magic, the part of the area that is covered by the
Duration: Concentration, up to 10 minutes sphere is suppressed. For example, the flames created by a
Incantation: Words wall of fire are suppressed within the sphere, creating a gap
in the wall if the overlap is large enough.
You banish a creature that you can see within range into a Spells. Any active spell or other magical effect on a
labyrinthine demiplane. The target remains there for the creature or an object in the sphere is suppressed while the
duration or until it escapes the maze. creature or object is in it.
The target can use its action to attempt to escape. When it Magic Items. The properties and powers of magic items
does so, it makes a DC 20 Intelligence check. If it succeeds, it are suppressed in the sphere.
escapes, and the spell ends (a minotaur or goristro demon A magic weapon's properties and powers are suppressed if
automatically succeeds). it is used against a target in the sphere or wielded by an
When the spell ends, the target reappears in the space it attacker in the sphere. If a magic weapon or a piece of magic
left or, if that space is occupied, in the nearest unoccupied ammunition fully leaves the sphere (for example, if you fire a
space. magic arrow or throw a magic spear at a target outside the
#88 Demiplane sphere), the magic of the item ceases to be suppressed as
8th-level Conjuration [Bakudō] soon as it exits.
Magical Travel. Teleportation and planar travel fail to work
Casting Time: 1 action in the sphere, whether the sphere is the destination or the
Range: 60 feet departure point for such magical travel. A portal to another
Components: S location, world, or plane of existence, as well as an opening to
Duration: 1 hour an extradimensional space temporarily closes while in the
Incantation: Words sphere.
You create a shadowy door on a flat solid surface that you can Creatures and Objects. A creature or object summoned
see within range. The door is large enough to allow Medium or created by magic temporarily winks out of existence in the
creatures to pass through unhindered. When opened, the sphere. Such a creature instantly reappears once the space
door leads to a demiplane that appears to be an empty room the creature occupied is no longer within the sphere.
30 feet in each dimension, made of wood or stone. When the Dispel Magic. Spells and magical effects such as dispel
spell ends, the door disappears, and any creatures or objects magic have no effect on the sphere. Likewise, the spheres
inside the demiplane remain trapped there, as the door also created by different antimagic field spells don't nullify each
disappears from the other side. other.
Each time you cast this spell, you can create a new #90 spell
demiplane, or have the shadowy door connect to a demiplane
you created with a previous casting of this spell. Additionally, 9th-level school [Bakudō]
if you know the nature and contents of a demiplane created Casting Time: Casting
by a casting of this spell by another creature, you can have Range: Range
the shadowy door connect to its demiplane instead. Components: V, S
Duration: Duration
#89 Antimagic Field Incantation: Words
8th-level Abjuration [Bakudō] Description.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self slot of 0 level or higher,
Components: V, S, M (a pinch of powdered iron or iron
filings)
Duration: Concentration, up to 1 hour
Incantation: Words
10-foot-radius invisible sphere of antimagic surrounds you.
This area is divorced from the magical energy that suffuses
the multiverse. Within the sphere, the spells can't be cast,
summoned creatures disappear, and even magic items
become mundane. Until the spell ends, the sphere moves
with you, centered on you.

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#91 spell
9th-level school [Bakudō]
Casting Time: Casting
Range: Range
Components: V, S
Duration: Duration
Incantation: Words
Description.
At Higher Levels. When you cast this spell using a spell
slot of 0 level or higher,
#92 spell
9th-level school [Bakudō]
Casting Time: Casting
Range: Range
Components: V, S
Duration: Duration
Incantation: Words
Description.
At Higher Levels. When you cast this spell using a spell
slot of 0 level or higher,
#93 spell
9th-level school [Bakudō]
Casting Time: Casting
Range: Range
Components: V, S
Duration: Duration
Incantation: Words
Description.
At Higher Levels. When you cast this spell using a spell
slot of 0 level or higher,
#94 spell
9th-level school [Bakudō]
Casting Time: Casting
Range: Range
Components: V, S
Duration: Duration
Incantation: Words
Description.
At Higher Levels. When you cast this spell using a spell
slot of 0 level or higher,

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#95 Prismatic Wall 6. Indigo. On a failed save, the creature is restrained. It must
9th-level school [Bakudō] then make a Constitution saving throw at the end of each
of its turns. If it successfully saves three times, the spell
Casting Time: 1 action ends. If it fails its save three times, it permanently turns to
Range: 60 feet stone and is subjected to the petrified condition. The
Components: V, S successes and failures don't need to be consecutive; keep
Duration: 10 minutes track of both until the creature collects three of a kind.
Incantation: Words While this layer is in place, spells can't be cast through the
A shimmering, multicolored plane of light forms a vertical wall. The layer is destroyed by bright light shed by a
opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick- daylight spell or a similar spell of equal or higher level.
-centered on a point you can see within range. Alternatively, 7. Violet. On a failed save, the creature is blinded. It must
you can shape the wall into a sphere up to 30 feet in diameter then make a Wisdom saving throw at the start of your next
centered on a point you choose within range. The wall turn. A successful save ends the blindness. If it fails that
remains in place for the duration. If you position the wall so save, the creature is transported to another plane of the
that it passes through a space occupied by a creature, the GM's choosing and is no longer blinded. (Typically, a
spell fails, and your action and the spell slot are wasted. creature that is on a plane that isn't its home plane is
The wall sheds bright light out to a range of 100 feet and banished home, while other creatures are usually cast into
dim light for an additional 100 feet. You and creatures you the Astral or Ethereal planes.) This layer is destroyed by a
designate at the time you cast the spell can pass through and dispel magic spell or a similar spell of equal or higher
remain near the wall without harm. If another creature that level that can end spells and magical effects.
can see the wall moves to within 20 feet of it or starts its turn
there, the creature must succeed on a Constitution saving #96 Invulnerability
throw or become blinded for 1 minute. 9th-level Abjuration [Bakudō]
The wall consists of seven layers, each with a different Casting Time: 1 action
color. When a creature attempts to reach into or pass through Range: Self
the wall, it does so one layer at a time through all the wall's Components: V, S, M (a small ioece of adamantine worth at
layers. As it passes or reaches through each layer, the least 500 gp, which the spell consumes)
creature must make a Dexterity saving throw or be affected Duration: Concentration, up to 10 minutes
by that layer's properties as described below. Incantation: Words
The wall can be destroyed, also one layer at a time, in order
from red to violet, by means specific to each layer. Once a You are immune to all damage until the spell ends.
layer is destroyed, it remains so for the duration of the spell.
Antimagic field has no effect on the wall, and dispel magic #97 Keikaigi
can affect only the violet layer. 9th-level Conjuration [Bakudō]
1. Red. The creature takes 10d6 fire damage on a failed save, Casting Time: 1 action
or half as much damage on a successful one. While this Range: 60 feet
layer is in place, nonmagical ranged attacks can't pass Components: V, S, M (a diamond worth at least 5,000 gp)
through the wall. The layer can be destroyed by dealing at Duration: Concentration, up to 1 minute
least 25 cold damage to it. Incantation: My right hand is the stone that bridges worlds.
My left hand is the blade that binds reality. The black-
2. Orange. The creature takes 10d6 acid damage on a failed haired shepherd is hung from a chair. Stratus clouds come,
save, or half as much damage on a successful one. While and I strike down the ibis.
this layer is in place, magical ranged attacks can't pass You conjure a portal linking an unoccupied space you can see
through the wall. The layer is destroyed by a strong wind. within range to a precise location on a different plane of
3. Yellow. The creature takes 10d6 lightning damage on a existence. The portal is a circular opening, which you can
failed save, or half as much damage on a successful one. make 5 to 20 feet in diameter. You can orient the portal in any
This layer can be destroyed by dealing at least 60 force direction you choose. The portal lasts for the duration.
damage to it. The portal has a front and a back on each plane where it
appears. Travel through the portal is possible only by moving
4. Green. The creature takes 10d6 poison damage on a through its front. Anything that does so is instantly
failed save, or half as much damage on a successful one. A transported to the other plane, appearing in the unoccupied
passwall spell, or another spell of equal or greater level space nearest to the portal.
that can open a portal on a solid surface, destroys this Deities and other planar rulers can prevent portals created
layer. by this spell from opening in their presence or anywhere
5. Blue. The creature takes 10d6 cold damage on a failed within their domains.
save, or half as much damage on a successful one. This
layer can be destroyed by dealing at least 25 fire damage
to it.

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When you cast this spell, you can speak the name of a specific Hedged Prison. The spell transports the target into a tiny
creature (a pseudonym, title, or nickname doesn't work). If demiplane that is warded against teleportation and planar
that creature is on a plane other than the one you are on, the travel. The demiplane can be a labyrinth, a cage, a tower, or
portal opens in the named creature's immediate vicinity and any similar confined structure or area of your choice. The
draws the creature through it to the nearest unoccupied special component for this version of the spell is a miniature
space on your side of the portal. You gain no special power representation of the prison made from jade.
over the creature, and it is free to act as the GM deems Minimus Containment. The target shrinks to a height of 1
appropriate. It might leave, attack you, or help you. inch and is imprisoned inside a gemstone or similar object.
Light can pass through the gemstone normally (allowing the
#98 Jikanteishi target to see out and other creatures to see in), but nothing
9th-level Transmutation [Bakudō] else can pass through, even by means of teleportation or
Casting Time: 1 action planar travel. The gemstone can't be cut or broken while the
Range: Self spell remains in effect.
Components: V The special component for this version of the spell is a
Duration: Instantaneous large, transparent gemstone, such as a corundum, diamond,
Incantation: Words or ruby.
You briefly stop the flow of time for everyone but yourself. No Slumber. The target falls asleep and can't be awoken. The
time passes for other creatures, while you take 1d4 + 1 turns special component for this version of the spell consists of
in a row, during which you can use actions and move as rare soporific herbs.
normal. Ending the Spell. During the casting of the spell, in any of
This spell ends if one of the actions you use during this its versions, you can specify a condition that will cause the
period, or any effects that you create during this period, spell to end and release the target. The condition can be as
affects a creature other than you or an object being worn or specific or as elaborate as you choose, but the GM must
carried by someone other than you. In addition, the spell agree that the condition is reasonable and has a likelihood of
ends if you move to a place more than 1,000 feet from the coming to pass. The conditions can be based on a creature's
location where you cast it. name, identity, or deity but otherwise must be based on
observable actions or qualities and not based on intangibles
#99 Bankin such as level, class, or hit points.
9th-level Abjuration [Bakudō] A dispel magic spell can end the spell only if it is cast as a
9th-level spell, targeting either the prison or the special
Casting Time: 1 minute component used to create it.
Range: 30 feet You can use a particular special component to create only
Components: V, S, M (a vellum depiction or a carved one prison at a time. If you cast the spell again using the
statuette in the likeness of the target, and a special same component, the target of the first casting is
component that varies according to the version of the spell immediately freed from its binding.
you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled Secret Bakudō #1 Soul Scry
Incantation: words 10-level Divination [Bakudō]
You create a magical restraint to hold a creature that you can Casting Time: 10 minutes
see within range. The target must succeed on a Wisdom Range: Unlimited
saving throw or be bound by the spell; if it succeeds, it is Components: V, S
immune to this spell if you cast it again. While affected by Duration: Concentration, up to 10 minutes
this spell, the creature doesn't need to breathe, eat, or drink, Incantation: Words
and it doesn't age. Divination spells can't locate or perceive You are able to temporarily tap into the consciousness of
the target. another sentient creature with whom you are familiar with.
When you cast the spell, you choose one of the following The target must make a Charisma saving throw, on success it
forms of imprisonment. prevents the telepathic connection. Whether the saving throw
Burial. The target is entombed far beneath the earth in a is successful or not, the target is unaware of the attempted
sphere of magical force that is just large enough to contain intrusion.
the target. Nothing can pass through the sphere, nor can any Once the connection is created, you are able to hear, see,
creature teleport or use planar travel to get into or out of it. feel, smell, taste and experience everything the target senses
The special component for this version of the spell is a and experiences. You cannot control the subject, however.
small mithral orb. During this time, your own body remains in a trance-like
Chaining. Heavy chains, firmly rooted in the ground, hold state. If the target takes damage, you feel the injures as well,
the target in place. The target is restrained until the spell although you suffer no actual ill effects. If the target is
ends, and it can't move or be moved by any means until then. knocked unconscious or killed, the spell immediately ends.
The special component for this version of the spell is a fine
chain of precious metal.

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Secret Bakudō #2 Arcane Armor
10th-level Conjuration [Bakudō]
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 24 hours
Incantation: Words
You touch a willing creature, a protective magical force
surrounds it until the spell ends. The target gains a +20
bonus to it's AC.
Secret Bakudō #3 Spell Reflection
10-level Abjuration [Bakudō]
Casting Time: 24 hours
Range: Touch
Components: V, S
Duration: 24 hours
Incantation: Words
You create a magical ward on a creature. If the warded
creature would be targeted by level 1st through 9th level
spells, the warded creature is unaffected, and the effect is
reflected back at the caster as though it originated from the
warded creature, turning the caster into the target. Spells
that affect an area, such as a fireball, do not harm or affect the
warded creature.

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Shinigami Spell List (Hadō)

Cantrips (0 Level) 3rd Level 6th Level 9th Level


#1 Shō #30 Elemental Weapon #60 Eyebite #90 Kurohitsugi
#2 Fire Bolt #31 Shakkahō #61 Conjure Volley #91 Senju Kōten Taihō
#3 Ray of Frost #32 Ōkasen #62 Freezing Sphere #92 Blade of Disaster
#4 Byakurai #33 Sōkatsui #63 Raikōhō #93 Hyōga Seiran
#5 Acid Splash #34 Crusader's Mantle #64 Mental Prison #94 Weird
#6 Poison Spray #35 Sleet Storm #65 Gravity Fissure #95 Psychic Scream
#7 Thunderclap #36 Lightning Bolt #66 Circle of Death #96 Ittō Kasō
#8 Sacred Flame #37 Pulse Wave #67 Harm #97 Time Ravage
#9 Chill Touch #38 Vampiric Touch #68 Sunbeam #98 Power Word Kill
#39 Spirit Shroud #69 Disintegrate #99 Goryūtenmetsu
1st Level
#10 Burning Hands 4th Level 7th Level 10th Level (Secret)
#11 Tsuzuri Raiden #40 Elemental Bane #70 Acanist's Sword #1 Ruin
#12 Fushibi #41 Confusion #71 Divine Word #2 Dire Winter
#13 Ice Knife #42 Shadow of Moil #72 Power Word Pain #3 Teppūsatsu
#14 Ray of Sickness #43 Vitriolic Sphere #73 Sōren Sōkatsui
#15 Thunderwave #44 Ice Storm #74 Prismatic Spray
#16 Dissonant Whispers #45 Storm Sphere #75 Fire Storm
#17 Divine Favor #46 Phantasmal Killer #76 Kongōbaku
#18 Inflict Wounds #47 Blight #77 Crown of Stars
#19 Magic Missile #48 Sickening Radiance #78 Zangerin
#49 Gravity Sinkhole #79 Finger of Death
2nd Level
#20 Dust Devil 5th Level 8th Level
#21 Cloud of Daggers #50 Holy Weapon #80 Illusory Dragon
#22 Acid Arrow #51 Cloudkill #81 Feeblemind
#23 Snowball Swarm #52 Cone of Cold #82 Gaki Rekkō
#24 Scorching Ray #53 Synaptic Static #83 Incendiary Cloud
#25 Shatter #54 Haien #84 Maddening Darkness
#26 Moonbeam #55 Destructive Wave #85 Sunburst
#27 Spiritual Weapon #56 Enervation #86 Horrid Wilting
#28 Ray of Enfeeblement #57 Daichi Tenyō #87 Dark Star
#29 Phantasmal Force #58 Tenran #88 Hiryū Gekizoku Shinten
#59 Dawn Raihō
#89 Reality Break

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#01 Shō Components: V, S
Cantrip Evocation [Hadō] Duration: Instantaneous
Casting Time: 1 action You hurl a bubble of acid. Choose one or two creatures you
Range: 30 feet can see within range. If you choose two, they must be within
Components: V, S 5 feet of each other. A target must succeed on a Dexterity
Duration: Instantaneous saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th
You point a finger at a creature or unattended object. If the level (2d6), 11th level (3d6), and 17th level (4d6).
target is an unattended object, you push it back up to 15 feet.
If it's a creature it must make a Strength saving throw. On a #06 Poison Spray
failure you may deal 1d4 force damage to the creature, or Cantrip Conjuration [Hadō]
push it back up to 10 feet away from you. Casting Time: 1 action
The spell's damage and push distance increases by 1d4 or Range: 10 feet
15 feet when you reach 5th level, 11th level (3d4 of 20 feet), Components: V, S
and 17th level (4d4 or 25 feet). Duration: Instantaneous
#02 Fire Bolt You extend your hand toward a creature you can see within
Cantrip Evocation [Hadō] range and project a puff of noxious gas from your palm. The
Casting Time: 1 action creature must succeed on a Constitution saving throw or take
Range: 120 feet 1d12 poison damage.
Components: V, S This spell's damage increases by 1d12 when you reach 5th
Duration: Instantaneous level (2d12), 11th level (3d12), and 17th level (4d12).
You hurl a mote of fire at a creature or object within range. #07 Thunderclap
Make a ranged spell attack against the target. On a hit, the Cantrip Evocation [Hadō]
target takes 1d10 fire damage. A flammable object hit by this Casting Time: 1 action
spell ignites if it isn't being worn or carried. Range: 5 feet
This spell's damage increases by 1d10 when you reach 5th Components: S
level (2d10), 11th level (3d10), and 17th level (4d10). Duration: Instantaneous
#03 Ray of Frost You create a burst of thunderous sound that can be heard up
Cantrip Evocation [Hadō] to 100 feet away. Each creature within range, other than you,
Casting Time: 1 action must succeed on a Constitution saving throw or take 1d6
Range: 60 feet thunder damage.
Components: V, S The spell’s damage increases by 1d6 when you reach 5th
Duration: Instantaneous level (2d6), 11th level (3d6), and 17th level (4d6).
A frigid beam of blue-white light streaks toward a creature #08 Sacred Flame
within range. Make a ranged spell attack against the target. Cantrip Evocation [Hadō]
On a hit, it takes 1d8 cold damage, and its speed is reduced Casting Time: 1 action
by 10 feet until the start of your next turn. Range: 60 feet
The spell's damage increases by 1d8 when you reach 5th Components: V, S
level (2d8), 11th level (3d8), and 17th level (4d8). Duration: Instantaneous
#04 Byakurai Flame-like radiance descends on a creature that you can see
Cantrip Evocation [Hadō] within range. The target must succeed on a Dexterity saving
Casting Time: 1 action throw or take 1d8 radiant damage. The target gains no
Range: Self benefit from cover for this saving throw.
Components: V, S The spell's damage increases by 1d8 when you reach 5th
Duration: Instantaneous level (2d8), 11th level (3d8), and 17th level (4d8).
A small stroke of lightning forming a line 20 feet long and 5 #09 Chill Touch
feet wide blasts out from you in a direction you choose. Each Cantrip Necromancy [Hadō]
creature in the line must make a Dexterity saving throw. A Casting Time: 1 action
creature takes 2d6 lightning damage on a failed save, or half Range: 120 feet
as much damage on a successful one. Components: V, S
The spell's damage increases by 1d6 when you reach 5th Duration: 1 round
level (2d6), 11th level (3d6), and 17th level (4d6).
You create a ghostly, skeletal hand in the space of a creature
#05 Acid Splash within range. Make a ranged spell attack against the
Cantrip Conjuration [Hadō]
Casting Time: 1 action
Range: 60 feet
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creature to assail it with the chill of the grave. On a hit, the You cast the Bakudō spell as normal. While this Kidō and
target takes 1d8 necrotic damage, and it can't regain hit the chosen Bakudō are active, as an action you may have each
points until the start of your next turn. Until then, the hand creature affected by the Bakudō to be affected by the chosen
clings to the target. Hadō as if you casted it. They make saving throws as normal.
If you hit an undead target, it also has disadvantage on
attack rolls against you until the end of your next turn. #13 Ice Knife
This spell's damage increases by 1d8 when you reach 5th 1st-level Conjuration [Hadō]
level (2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 action
Range: 60 feet
#10 Burning Hands Components: S, M (a drop of water or a piece of ice)
1st-level Evocation [Hadō] Duration: Instantaneous
Casting Time: 1 action Incantation: Words
Range: Self You create a shard of ice and fling it at one creature within
Components: V, S range. Make a ranged spell attack against the target. On a hit,
Duration: Instantaneous the target takes 1d10 piercing damage. Hit or miss, the shard
Incantation: Words then explodes. The target and each creature within 5 feet of it
As you hold your hands with thumbs touching and fingers must succeed on a Dexterity saving throw or take 2d6 cold
spread, a thin sheet of flames shoots forth from your damage.
outstretched fingertips. Each creature in a 15-foot cone must At Higher Levels. When you cast this spell using a spell
make a Dexterity saving throw. A creature takes 3d6 fire slot of 2nd level or higher, the cold damage increases by 1d6
damage on a failed save, or half as much damage on a for each slot level above 1st.
successful one.
The fire ignites any flammable objects in the area that #14 Ray of Sickness
aren't being worn or carried. 1st-level Necromancy [Hadō]
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, the damage increases by 1d6 for Range: 60 feet
each slot level above 1st. Components: V, S
Duration: Instantaneous
#11 Tsuzuri Raiden Incantation: Words
1st-level Evocation [Hadō]
A ray of sickening greenish energy lashes out toward a
Casting Time: 1 action creature within range. Make a ranged spell attack against the
Range: Touch target. On a hit, the target takes 2d8 poison damage and
Components: V, S must make a Constitution saving throw. On a failed save, it is
Duration: Instantaneous also poisoned until the end of your next turn.
Incantation: Words At Higher Levels. When you cast this spell using a spell
Lightning springs from your hand to deliver a shock to a slot of 2nd level or higher, the damage increases by 1d8 for
creature you try to touch. Make a melee spell attack against each slot level above 1st.
the target. You have advantage on the attack roll if the target
is wearing armor made of metal or if there is a conductive #15 Thunderwave
medium between you and the target. On a hit, the target takes 1st-level Evocation [Hadō]
1d8 lightning damage, and it can't take reactions until the Casting Time: 1 action
start of its next turn. Range: Self
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 2nd level or higher, the damage increases by 1d8 for Duration: Instantaneous
each slot level above 1st. Incantation: Words
#12 Fushibi A wave of thunderous force sweeps out from you. Each
1st-level Enchantment [Hadō] creature in a 15-foot cube originating from you must make a
Constitution saving throw. On a failed save, a creature takes
Casting Time: 1 action 2d8 thunder damage and is pushed 10 feet away from you.
Range: Self On a successful save, the creature takes half as much damage
Components: V, S and isn't pushed.
Duration: 1 minute In addition, unsecured objects that are completely within
Incantation: Words the area of effect are automatically pushed 10 feet away from
You choose two spells, a Bakudō that doesn't deal damage you by the spell's effect, and the spell emits a thunderous
and a Hadō of 3rd level or lower that deals fire damage. You boom audible out to 300 feet.
must spend an additional amount of SP equal to the SP costs At Higher Levels. When you cast this spell using a spell
of the chosen spells. slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

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#16 Dissonant Whispers At Higher Levels. When you cast this spell using a spell
1st-level Enchantment [Hadō] slot of 2nd level or higher, the spell creates one more dart for
each slot level above 1st.
Casting Time: 1 action
Range: 60 feet #20 Dust Devil
Components: V 2nd-level Conjuration [Hadō]
Duration: Instantaneous Casting Time: 1 action
Incantation: Words Range: 60 feet
You whisper a discordant melody that only one creature of Components: V, S, M (a pinch of dust)
your choice within range can hear, wracking it with terrible Duration: Concentration, up to 1 minute
pain. The target must make a Wisdom saving throw. On a Incantation: Words
failed save, it takes 3d6 psychic damage and must Choose an unoccupied 5-foot cube of air that you can see
immediately use its reaction, if available, to move as far as its within range. An elemental force that resembles a dust devil
speed allows away from you. appears in the cube and lasts for the spell’s duration.
The creature doesn’t move into obviously dangerous Any creature that ends its turn within 5 feet of the dust
ground, such as a fire or a pit. On a successful save, the target devil must make a Strength saving throw. On a failed
takes half as much damage and doesn’t have to move away. A save, the creature takes 1d8 bludgeoning damage and is
deafened creature automatically succeeds on the save. pushed 10 feet away. On a successful save, the creature takes
At Higher Levels. When you cast this spell using a spell half as much damage and isn’t pushed.
slot of 2nd level or higher, the damage increases by 1d6 for As a bonus action, you can move the dust devil up to 30
each slot level above 1st. feet in any direction. If the dust devil moves over sand, dust,
#17 Divine Favor loose dirt, or small gravel, it sucks up the material and forms
1st-level Evocation [Hadō] a 10-foot-radius cloud of debris around itself that lasts until
the start of your next turn. The cloud heavily obscures its
Casting Time: Bonus action area.
Range: Self At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 3rd level or higher, the damage increases by 1d8 for
Duration: Concentration, up to 1 minute each slot level above 2nd.
Incantation: Words
Your prayer empowers you with divine radiance. Until the #21 Cloud of Daggers
spell ends, your weapon attacks deal an extra 1d4 radiant 2nd-level Conjuration [Hadō]
damage on a hit. Casting Time: 1 action
Range: 60 feet
#18 Inflict Wounds Components: V, S, M (a sliver of glass)
1st-level Necromancy [Hadō] Duration: Concentration, up to 1 minute
Casting Time: 1 action Incantation: Words
Range: Touch You fill the air with spinning daggers in a cube 5 feet on each
Components: V, S side, centered on a point you choose within range. A creature
Duration: Instantaneous takes 4d4 slashing damage when it enters the spell’s area for
Incantation: Words the first time on a turn or starts its turn there.
Make a melee spell attack against a creature you can reach. At Higher Levels. When you cast this spell using a spell
On a hit, the target takes 3d10 necrotic damage. slot of 3rd level or higher, the damage increases by 2d4 for
At Higher Levels. When you cast this spell using a spell each slot level above 2nd.
slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st. #22 Acid Arrow
2nd-level Evocation [Hadō]
#19 Magic Missile Casting Time: 1 action
1st-level Evocation [Hadō] Range: 90 feet
Casting Time: 1 action Components: V, S, M (powdered rhubarb leaf and an adder's
Range: 120 feet stomach)
Components: V, S Duration: Instantaneous
Duration: Instantaneous Incantation: Words
Incantation: Words A shimmering green arrow streaks toward a target within
You create three glowing darts of magical force. Each dart range and bursts in a spray of acid. Make a ranged spell
hits a creature of your choice that you can see within range. A attack against the target. On a hit, the target takes 4d4 acid
dart deals 1d4 + 1 force damage to its target. The darts all damage immediately and 2d4 acid damage at the end of its
strike simultaneously, and you can direct them to hit one next turn. On a miss, the arrow splashes the target with acid
creature or several. for half as much of the initial damage and no damage at the
end of its next turn.

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At Higher Levels. When you cast this spell using a spell slot Components: V, S, M (several seeds of any moonseed plant
of 3rd level or higher, the damage (both initial and later) and a piece of opalescent feldspar)
increases by 1d4 for each slot level above 2nd. Duration: Concentration, up to 1 minute
Incantation: Words
#23 Snowball Swarm
2nd-level Evocation [Hadō] A silvery beam of pale light shines down in a 5-foot-radius,
40-foot-high cylinder centered on a point within range. Until
Casting Time: 1 action the spell ends, dim light fills the cylinder.
Range: 90 feet When a creature enters the spell’s area for the first time on
Components: V, S, M (a piece of ice or small white rock chip) a turn or starts its turn there, it is engulfed in ghostly flames
Duration: Instantaneous that cause searing pain, and it must make a Constitution
Incantation: Words saving throw. It takes 2d10 radiant damage on a failed save,
A flurry of magic snowballs erupts from a point you choose or half as much damage on a successful one.
within range. Each creature in a 5-foot-radius sphere A shapechanger makes its saving throw with disadvantage.
centered on that point must make a Dexterity saving throw. A If it fails, it also instantly reverts to its original form and can’t
creature takes 3d6 cold damage on a failed save, or half as assume a different form until it leaves the spell’s light.
much damage on a successful one. On each of your turns after you cast this spell, you can use
At Higher Levels. When you cast this spell using a spell an action to move the beam up to 60 feet in any direction.
slot of 3rd level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
each slot level above 2nd. slot of 3rd level or higher, the damage increases by 1d10 for
each slot level above 2nd.
#24 Scorching Ray
2nd-level Evocation [Hadō] #27 Spiritual Weapon
Casting Time: 1 action 2nd-level Evocation [Hadō]
Range: 120 feet Casting Time: Bonus action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
Incantation: Words Duration: 1 minute
You create three rays of fire and hurl them at targets within Incantation: Words
range. You can hurl them at one target or several. You create a floating, spectral weapon within range that lasts
Make a ranged spell attack for each ray. On a hit, the target for the duration or until you cast this spell again. When you
takes 2d6 fire damage. cast the spell, you can make a melee spell attack against a
At Higher Levels. When you cast this spell using a spell creature within 5 feet of the weapon. On a hit, the target
slot of 3rd level or higher, you create one additional ray for takes force damage equal to 1d8 + your spellcasting ability
each slot level above 2nd. modifier.
As a bonus action on your turn, you can move the weapon
#25 Shatter up to 20 feet and repeat the attack against a creature within 5
2nd-level Evocation [Hadō] feet of it.
Casting Time: 1 action The weapon can take whatever form you choose. Clerics of
Range: 60 feet deities who are associated with a particular weapon (as St.
Components: V, S, M (a chip of mica) Cuthbert is known for his mace and Thor for his hammer)
Duration: Instantaneous make this spell's effect resemble that weapon.
Incantation: Words At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
A sudden loud ringing noise, painfully intense, erupts from a every two slot levels above 2nd.
point of your choice within range. Each creature in a 10-foot-
radius sphere centered on that point must make a #28 Ray of Enfeeblement
Constitution saving throw. A creature takes 3d8 thunder 2nd-level Necromancy [Hadō]
damage on a failed save, or half as much damage on a Casting Time: 1 action
successful one. A creature made of inorganic material such Range: 60 feet
as stone, crystal, or metal has disadvantage on this saving Components: V, S
throw. Duration: Concentration, up to 1 minute
A nonmagical object that isn't being worn or carried also Incantation: Words
takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell A black beam of enervating energy springs from your finger
slot of 3rd level or higher, the damage increases by 1d8 for toward a creature within range. Make a ranged spell attack
each slot level above 2nd. against the target. On a hit, the target deals only half damage
with weapon attacks that use Strength until the spell ends.
#26 Moonbeam At the end of each of the target's turns, it can make a
2nd-level Evocation [Hadō] Constitution saving throw against the spell. On a success, the
Casting Time: 1 action spell ends.
Range: 120 feet

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#29 Phantasmal Force Casting Time: 1 action
2nd-level Illusion [Hadō] Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet Incantation: Ye Lord! Mask of blood and flesh, all creation,
Components: V, S, M (a bit of fleece) flutter of wings, ye who bears the name of Man! Inferno
Duration: Concentration, up to 1 minute and pandemonium, the sea barrier surges, march on to the
Incantation: Words south!
You craft an illusion that takes root in the mind of a creature A bright crimson orb flashes from your palm to a point you
that you can see within range. The target must make an choose within range and then blossoms with a low roar into
Intelligence saving throw. On a failed save, you create a an explosion of flame. Each creature in a 20-foot-radius
phantasmal object, creature, or other visible phenomenon of sphere centered on that point must make a Dexterity saving
your choice that is no larger than a 10-foot cube and that is throw. A target takes 8d6 fire damage on a failed save, or half
perceivable only to the target for the duration. This spell has as much damage on a successful one.
no effect on undead or constructs. The fire spreads around corners. It ignites flammable
The phantasm includes sound, temperature, and other objects in the area that aren't being worn or carried.
stimuli, also evident only to the creature. At Higher Levels. When you cast this spell using a spell
The target can use its action to examine the phantasm with slot of 4th level or higher, the damage increases by 1d6 for
an Int. (Investigation) check against your spell save DC. each slot level above 3rd.
If the check succeeds, the target realizes that the phantasm
is an illusion, and the spell ends. #32 Ōkasen
While a target is affected by the spell, the target treats the 3rd-level Evocation [Hadō]
phantasm as if it were real. The target rationalizes any Casting Time: 1 action
illogical outcomes from interacting with the phantasm. For Range: Self
example, a target attempting to walk across a phantasmal Components: V, S
bridge that spans a chasm falls once it steps onto the bridge. Duration: Instantaneous
If the target survives the fall, it still believes that the bridge Incantation: Words
exists and comes up with some other explanation for its fall -
it was pushed, it slipped, or a strong wind might have knocked A wide yellow beam fires out from you in a line 40 feet long
it off. and 5 feet wide blasts out from you in a direction you choose.
An affected target is so convinced of the phantasm’s reality Each creature in the line must make a Dexterity saving throw.
that it can even take damage from the illusion. A phantasm A creature takes 6d6 radiant damage on a failed save, or half
created to appear as a creature can attack the target. as much damage on a successful one.
Similarly, a phantasm created to appear as fire, a pool of acid, At Higher Levels. When you cast this spell using a spell
or lava can burn the target. Each round on your turn, the slot of 4th level or higher, the damage increases by 1d6 for
phantasm can deal 1d6 psychic damage to the target if it is in each slot level above 3rd.
the phantasm’s area or within 5 feet of the phantasm,
provided that the illusion is of a creature or hazard that could #33 Sōkatsui
logically deal damage, such as by attacking. The target 3rd-level Evocation [Hadō]
perceives the damage as a type appropriate to the illusion. Casting Time: 1 action
Range: Self
#30 Elemental Weapon Components: V, S
3rd-level Transmutation [Hadō] Duration: Instantaneous
Casting Time: 1 action Incantation: Ye lord! Mask of flesh and bone, flutter of wings,
Range: Touch ye who bears the name of Man! Truth and temperance,
Components: V, S upon this sinless wall of dreams unleash but slightly the
Duration: Concentration, up to 1 hour wrath of your claws!
Incantation: Words A torrent of blue flames shoots forth from your outstretched
A nonmagical weapon you touch becomes a magic weapon. palm. Each creature in a 30-foot cone must make a Dexterity
Choose one of the following damage types: acid, cold, fire, saving throw. A creature takes 4d6 fire damage on a failed
lightning, or thunder. For the duration, the weapon has a +1 save, or half as much damage on a successful one.
bonus to attack rolls and deals an extra 1d4 damage of the The fire ignites any flammable objects in the area that
chosen type when it hits. aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 5th or 6th level, the bonus to attack rolls increases to slot of 4th level or higher, the damage increases by 1d6 for
+2 and the extra damage increases to 2d4. When you use a each slot level above 3rd.
spell slot of 7th level or higher, the bonus increases to +3 and
the extra damage increases to 3d4.
#31 Shakkahō
3rd-level Evocation [Hadō]

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#34 Crusader's Mantle Duration: Instantaneous
3rd-level Evocation [Hadō] Incantation: Words
Casting Time: 1 action You create intense pressure, unleash it in a 30-foot cone, and
Range: Self decide whether the pressure pulls or pushes creatures and
Components: V objects. Each creature in that cone must make a Constitution
Duration: Concentration, up to 1 minute saving throw. A creature takes 6d6 force damage on a failed
Incantation: Words save, or half as much damage on a successful one. And every
creature that fails the save is either pulled 15 feet toward you
Power radiates from you in an aura with a 30-foot radius, or pushed 15 feet away from you, depending on the choice
awakening boldness in friendly creatures. Until the spell you made for the spell.
ends, the aura moves with you, centered on you. While in the In addition, unsecured objects that are completely within
aura, each nonhostile creature in the aura (including you) the cone are likewise pulled or pushed 15 feet.
deals an extra 1d4 radiant damage when it hits with a At Higher Levels. When you cast this spell using a spell
weapon attack. slot of 4th level or higher, the damage increases by 1d6 and
the distance pulled or pushed increases by 5 feet for each slot
#35 Sleet Storm level above 3rd.
3rd-level Conjuration [Hadō]
Casting Time: 1 action #38 Vampiric Touch
Range: 150 feet 3rd-level Necromancy [Hadō]
Components: V, S, M (a pinch of dust and a few drops of Casting Time: 1 action
water) Range: Self
Duration: Concentration, up to 1 minute Components: V, S
Incantation: Words Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot- Incantation: Words
tall cylinder with a 40-foot radius centered on a point you The touch of your shadow-wreathed hand can siphon life
choose within range. The area is heavily obscured, and force from others to heal your wounds. Make a melee spell
exposed flames in the area are doused. attack against a creature within your reach. On a hit, the
The ground in the area is covered with slick ice, making it target takes 3d6 necrotic damage, and you regain hit points
difficult terrain. When a creature enters the spell's area for equal to half the amount of necrotic damage dealt. Until the
the first time on a turn or starts its turn there, it must make a spell ends, you can make the attack again on each of your
Dexterity saving throw. On a failed save, it falls prone. turns as an action.
If a creature starts its turn in the spell's area and is At Higher Levels. When you cast this spell using a spell
concentrating on a spell, the creature must make a successful slot of 4th level or higher, the damage increases by 1d6 for
Constitution saving throw against your spell save DC or lose each slot level above 3rd.
concentration.
#39 Spirit Shroud
#36 Lightning Bolt 3rd-level Necromancy [Hadō]
3rd-level Evocation [Hadō] Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S, M (a bit of fur and a rod of amber, crystal, Duration: Concentration, up to 1 minute
or glass) Incantation: Words
Duration: Instantaneous
Incantation: Words You call forth spirits of the dead, which flit around you for the
spell’s duration. The spirits are intangible and invulnerable.
A stroke of lightning forming a line 100 feet long and 5 feet Until the spell ends, any attack you make deals 1d8 extra
wide blasts out from you in a direction you choose. Each damage when you hit a creature within 10 feet of you. This
creature in the line must make a Dexterity saving throw. A damage is radiant, necrotic, or cold (your choice when you
creature takes 8d6 lightning damage on a failed save, or half cast the spell). Any creature that takes this damage can’t
as much damage on a successful one. regain hit points until the start of your next turn.
The lightning ignites flammable objects in the area that In addition, any creature of your choice that you can see
aren't being worn or carried. that starts its turn within 10 feet of you has its speed reduced
At Higher Levels. When you cast this spell using a spell by 10 feet until the start of your next turn.
slot of 4th level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 4th level or higher, the damage increases by 1d8 for
every two slot levels above 3rd.
#37 Pulse Wave
3rd-level Evocation [Hadō]
Casting Time: 1 action
Range: Self
Components: V, S

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#40 Elemental Bane Range: Self
4th-level Transmutation [Hadō] Components: V, S, M (an undead eyeball encased in a gem
worth at least 150 gp)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 90 feet Incantation: Words
Components: V, S
Duration: Concentration, up to 1 minute Flame-like shadows wreathe your body until the spell ends,
Incantation: Words causing you to become heavily obscured to others. The
shadows turn dim light within 10 feet of you into darkness,
Choose one creature you can see within range, and choose and bright light in the same area to dim light.
one of the following damage types: acid, cold, fire, lightning, Until the spell ends, you have resistance to radiant damage.
or thunder. The target must succeed on a Constitution saving In addition, whenever a creature within 10 feet of you hits
throw or be affected by the spell for its duration. The first you with an attack, the shadows lash out at that creature,
time each turn the affected target takes damage of the chosen dealing it 2d8 necrotic damage.
type, the target takes an extra 2d6 damage of that type.
Moreover, the target loses any resistance to that damage type #43 Vitriolic Sphere
until the spell ends. 4th-level Evocation [Hadō]
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 5th level or higher, you can target one additional Range: 150 feet
creature for each slot level above 4th. The creatures must be Components: V, S, M (a drop of giant slug bile)
within 30 feet of each other when you target them. Duration: Instantaneous
#41 Confusion Incantation: Words
4th-level Enchantment [Hadō] You point at a location within range, and a glowing, 1-foot-
Casting Time: 1 action diameter ball of emerald acid streaks there and explodes in a
Range: 90 feet 20-foot-radius sphere. Each creature in that area must make
Components: V, S, M (three nut shells) a Dexterity saving throw. On a failed save, a creature takes
Duration: Concentration, up to 1 minute 10d4 acid damage and another 5d4 acid damage at the end
Incantation: Words of its next turn. On a successful save, a creature takes half the
initial damage and no damage at the end of its next turn.
This spell assaults and twists creatures' minds, spawning At Higher Levels. When you cast this spell using a spell
delusions and provoking uncontrolled action. slot of 5th level or higher, the initial damage increases by 2d4
Each creature in a 10-foot-radius sphere centered on a for each slot level above 4th.
point you choose within range must succeed on a Wisdom
saving throw when you cast this spell or be affected by it. #44 Ice Storm
An affected target can't take reactions and must roll a d10 4th-level Evocation [Hadō]
at the start of each of its turns to determine its behavior for Casting Time: 1 action
that turn. Range: 300 feet
D10 Behavior Components: V, S, M (a pinch of dust and a few drops of
water)
The creature uses all its movement to move in a Duration: Instantaneous
1
random direction. To determine the direction, roll a Incantation: Words
d8 and assign a direction to each die face. The
creature doesn't take an action this turn. A hail of rock-hard ice pounds to the ground in a 20-foot-
radius, 40-foot-high cylinder centered on a point within range.
2-6 The creature doesn't move or take actions this turn. Each creature in the cylinder must make a Dexterity saving
The creature uses its action to make a melee attack throw. A creature takes 2d8 bludgeoning damage and 4d6
against a randomly determined creature within its cold damage on a failed save, or half as much damage on a
7-8
reach. If there is no creature within its reach, the successful one.
creature does nothing this turn. Hailstones turn the storm's area of effect into difficult
terrain until the end of your next turn.
9-
10
The creature can act and move normally. At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning damage increases
At the end of each of its turns, an affected target can make by 1d8 for each slot level above 4th.
a Wisdom saving throw. If it succeeds, this effect ends for #45 Storm Sphere
that target. 4th-level Evocation [Hadō]
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the radius of the sphere increases Casting Time: 1 action
by 5 feet for each slot level above 4th. Range: 150 feet
Components: V, S
#42 Shadow of Moil Duration: Concentration, up to 1 minute
4th-level Necromancy [Hadō]
Casting Time: 1 action
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Incantation: Words #48 Sickening Radiance
A 20-foot-radius sphere of whirling air springs into existence 4th-level Evocation [Hadō]
centered on a point you choose within range. The sphere Casting Time: 1 action
remains for the spell’s duration. Each creature in the sphere Range: 120 feet
when it appears or that ends its turn there must succeed on a Components: V, S
Strength saving throw or take 2d6 bludgeoning damage. The Duration: Concentration, up to 10 minute
sphere’s space is difficult terrain. Incantation: Words
Until the spell ends, you can use a bonus action on each of Dim, greenish light spreads within a 30-foot-radius sphere
your turns to cause a bolt of lightning to leap from the center centered on a point you choose within range. The light
of the sphere toward one creature you choose within 60 feet spreads around corners, and it lasts until the spell ends.
of the center. Make a ranged spell attack. You have advantage When a creature moves into the spell's area for the first
on the attack roll if the target is in the sphere. On a hit, the time on a turn or starts its turn there, that creature must
target takes 4d6 lightning damage. succeed on a Constitution saving throw or take 4d10 radiant
Creatures within 30 feet of the sphere have disadvantage damage, suffer one level of exhaustion, and emit a dim,
on Wisdom (Perception) checks made to listen. greenish light in a 5-foot radius. This light makes it
At Higher Levels. When you cast this spell using a spell impossible for the creature to benefit from being invisible.
slot of 5th level or higher, the damage increases for each of its The light and any levels of exhaustion caused by this spell go
effects by 1d6 for each slot level above 4th. away when the spell ends.
#46 Phantasmal Killer #49 Gravity Sinkhole
4th-level Illusion [Hadō] 4th-level Evocation [Hadō]
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (a black marble)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Incantation: Words Incantation: Words
You tap into the nightmares of a creature you can see within A 20-foot-radius sphere of crushing force forms at a point you
range and create an illusory manifestation of its deepest can see within range and tugs at the creatures there. Each
fears, visible only to that creature. The target must make a creature in the sphere must make a Constitution saving
Wisdom saving throw. On a failed save, the target becomes throw. On a failed save, the creature takes 5d10 force
frightened for the duration. At the end of each of the target's damage and is pulled in a straight line toward the center of
turns before the spell ends, the target must succeed on a the sphere, ending in an unoccupied space as close to the
Wisdom saving throw or take 4d10 psychic damage. On a center as possible (even if that space is in the air).
successful save, the spell ends. On a successful save, the creature takes half as much
At Higher Levels. When you cast this spell using a spell damage and isn’t pulled.
slot of 5th level or higher, the damage increases by 1d10 for At Higher Levels. When you cast this spell using a spell
each slot level above 4th. slot of 5th level or higher, the damage increases by 1d10 for
#47 Blight
each slot level above 4th.
4th-level Necromancy [Hadō] #50 Holy Weapon
Casting Time: 1 action 5th-level Evocation [Hadō]
Range: 30 feet Casting Time: 1 bonus action
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S
Incantation: Words Duration: Concentration, up to 1 hour
Necromantic energy washes over a creature of your choice Incantation: Words
that you can see within range, draining moisture and vitality You imbue a weapon you touch with holy power. Until the
from it. The target must make a Constitution saving throw. spell ends, the weapon emits bright light in a 30-foot radius
The target takes 8d8 necrotic damage on a failed save, or half and dim light for an additional 30 feet. In addition, weapon
as much damage on a successful one. This spell has no effect attacks made with it deal an extra 2d8 radiant damage on a
on undead or constructs. hit. If the weapon isn’t already a magic weapon, it becomes
If you target a plant creature or a magical plant, it makes one for the duration.
the saving throw with disadvantage, and the spell deals As a bonus action on your turn, you can dismiss this spell
maximum damage to it. and cause the weapon to emit a burst of radiance.
If you target a nonmagical plant that isn't a creature, such
as a tree or shrub, it doesn't make a saving throw; it simply
withers and dies.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th.

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Each creature of your choice that you can see within 30 feet You choose a point within range and cause psychic energy to
of the weapon must make a Constitution saving throw. On a explode there. Each creature in a 20-foot-radius sphere
failed save, a creature takes 4d8 radiant damage, and it is centered on that point must make an Intelligence saving
blinded for 1 minute. On a successful save, a creature takes throw. A creature with an Intelligence score of 2 or lower
half as much damage and isn’t blinded. At the end of each of can’t be affected by this spell. A target takes 8d6 psychic
its turns, a blinded creature can make a Constitution saving damage on a failed save, or half as much damage on a
throw, ending the effect on itself on a success. successful one.
After a failed save, a target has muddled thoughts for 1
#51 Cloudkill minute. During that time, it rolls a d6 and subtracts the
5th-level Conjuration [Hadō] number rolled from all its attack rolls and ability checks, as
Casting Time: 1 action well as its Constitution saving throws to maintain
Range: 120 feet concentration. The target can make an Intelligence saving
Components: V, S throw at the end of each of its turns, ending the effect on
Duration: Concentration, up to 10 minutes itself on a success.
Incantation: Words
#54 Haien
You create a 20-foot-radius sphere of poisonous, yellow-green 5th-level Evocation [Hadō]
fog centered on a point you choose within range. The fog Casting Time: 1 action
spreads around corners. It lasts for the duration or until Range: 90 feet
strong wind disperses the fog, ending the spell. Its area is Components: V
heavily obscured. Duration: Concentration, up to 1 minute
When a creature enters the spell's area for the first time on Incantation: Words
a turn or starts its turn there, that creature must make a
Constitution saving throw. The creature takes 5d8 poison Flames wreathe one target you can see within range. The
damage on a failed save, or half as much damage on a target must make a Dexterity saving throw. It takes 8d6 fire
successful one. Creatures are affected even if they hold their damage on a failed save, or half as much damage on a
breath or don't need to breathe. successful one. On a failed save, the target also burns for the
The fog moves 10 feet away from you at the start of each of spell’s duration. The burning target sheds bright light in a 30-
your turns, rolling along the surface of the ground. The foot radius and dim light for an additional 30 feet. At the end
vapors, being heavier than air, sink to the lowest level of the of each of its turns, the target repeats the saving throw. It
land, even pouring down openings. takes 4d6 fire damage on a failed save, and the spell ends on
At Higher Levels. When you cast this spell using a spell a successful one. These magical flames can’t be extinguished
slot of 6th level or higher, the damage increases by 1d8 for by nonmagical means.
each slot level above 5th. If damage from this spell kills a target, the target is turned
to ash.
#52 Cone of Cold
5th-level Evocation [Hadō] #55 Destructive Wave
Casting Time: 1 action 5th-level Evocation [Hadō]
Range: Self Casting Time: 1 action
Components: V, S, M (a small crystal of glass cone) Range: Self
Duration: Instantaneous Components: V
Incantation: Words Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a Incantation: Words
60-foot cone must make a Constitution saving throw. A You strike the ground, creating a burst of divine energy that
creature takes 8d8 cold damage on a failed save, or half as ripples outward from you. Each creature you choose within
much damage on a successful one. 30 feet of you must succeed on a Constitution saving throw
A creature killed by this spell becomes a frozen statue until or take 5d6 thunder damage, as well as 5d6 radiant or
it thaws. necrotic damage (your choice), and be knocked prone. A
At Higher Levels. When you cast this spell using a spell creature that succeeds on its saving throw takes half as much
slot of 6th level or higher, the damage increases by 1d8 for damage and isn’t knocked prone.
each slot level above 5th.
#56 Enervation
#53 Synaptic Static 5th-level Necromancy [Hadō]
5th-level Enchantment [Hadō] Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous Incantation: Words
Incantation: Words A tendril of inky darkness reaches out from you, touching a
creature you can see within range to drain life from it.

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The target must make a Dexterity saving throw. On a A line of strong wind 60 feet long and 10 feet wide blasts
successful save, the target takes 2d8 necrotic damage, and from you in a direction you choose for the spell's duration.
the spell ends. On a failed save, the target takes 4d8 necrotic Each creature that starts its turn in the line must succeed on
damage, and until the spell ends, you can use your action on a Strength saving throw or take 4d8 piercing or bludgeing
each of your turns to automatically deal 4d8 necrotic damage damage (your choice) and be pushed 15 feet away from you in
to the target. The spell ends if you use your action to do a direction following the line. On a success they take half
anything else, if the target is ever outside the spell’s range, or damage and are not pushed back.
if the target has total cover from you. Any creature in the line must spend 2 feet of movement for
Whenever the spell deals damage to a target, you regain hit every 1 foot it moves when moving closer to you.
points equal to half the amount of necrotic damage the target The gust disperses gas or vapor, and it extinguishes
takes. candles, torches, and similar unprotected flames in the area.
At Higher Levels. When you cast this spell using a spell It causes protected flames, such as those of lanterns, to
slot of 6th level or higher, the damage increases by 1d8 for dance wildly and has a 50 percent chance to extinguish them.
each slot level above 5th. As a bonus action on each of your turns before the spell
ends, you can change the direction in which the line blasts
#57 Daichi Tenyō from you.
5th-level Transmutation [Hadō]
Casting Time: 1 action #59 Dawn
Range: 60 feet 5th-level Evocation [Hadō]
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 60 feet
Incantation: Words Components: V, S, M (a sunburst pendant worth at least 100
You gain the ability to move or manipulate creatures or gp)
objects by thought. When you cast the spell, and as your Duration: Concentration, up to 1 minute
action each round for the duration, you can exert your will on Incantation: Words
one creature or object that you can see within range, causing The light of dawn shines down on a location you specify
the appropriate effect below. You can affect the same target within range. Until the spell ends, a 30-foot-radius, 40-foot-
round after round, or choose a new one at any time. If you high cylinder of bright light glimmers there. This light is
switch targets, the prior target is no longer affected by the sunlight.
spell. When the cylinder appears, each creature in it must make
Creature. You can try to move a Huge or smaller creature. a Constitution saving throw, taking 4d10 radiant damage on a
Make an ability check with your spellcasting ability contested failed save, or half as much damage on a successful one. A
by the creature's Strength check. If you win the contest, you creature must also make this saving throw whenever it ends
move the creature up to 30 feet in any direction, including its turn in the cylinder.
upward but not beyond the range of this spell. Until the end of If you’re within 60 feet of the cylinder, you can move it up to
your next turn, the creature is restrained in your telekinetic 60 feet as a bonus action on your turn.
grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt #60 Eyebite
to maintain your telekinetic grip on the creature by repeating 6th-level Necromancy [Hadō]
the contest. Casting Time: 1 action
Object. You can try to move an object that weighs up to Range: Self
1,000 pounds. If the object isn't being worn or carried, you Components: V, S
automatically move it up to 30 feet in any direction, but not Duration: Concentration, up to 1 minute
beyond the range of this spell. Incantation: Words
If the object is worn or carried by a creature, you must
make an ability check with your spellcasting ability contested For the spell's duration, your eyes become an inky void
by that creature's Strength check. If you succeed, you pull the imbued with dread power. One creature of your choice within
object away from that creature and can move it up to 30 feet 60 feet of you that you cna see must succeed on a Wisdom
in any direction but not beyond the range of this spell. saving throw or be affected by one of the following effects of
You can exert fine control on objects with your telekinetic your choice for the duration. On each of your turns until the
grip, such as manipulating a simple tool, opening a door or a spell ends, you can use your action to target another creature
container, stowing or retrieving an item from an open but can't target a creature again if it has succeeded on a
container, or pouring the contents from a vial. saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes
#58 Tenran any damage or if another creature uses its action to shake the
5th-level Evocation [Hadō] sleeper awake.
Casting Time: 1 action Panicked. The target is frightened of you. On each of its
Range: Self turns, the frightened creatures must take the Dash action
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
Incantation: Words

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and move away from you by the safest and shortest available Range: 150 feet
route, unless there is nowhere to move. If the target moves to Components: V, S, M (a bit of fur; a piece of amber, glass, or
a place at least 60 feet away from you where it can no longer a crystal rod; and three silver pins)
see you, this effect ends. Duration: Instantaneous
Sickened. The target has disadvantage on attack rolls and Incantation: Sprinkled on the bones of the beast! Sharp
ability checks. At the end of each of its turns, it can make tower, red crystal, steel ring. Move and become the wind,
another Wisdom saving throw. If it succeeds, the effect ends. stop and become the calm. The sound of warring spears
fills the empty castle!
#61 Conjure Volley You create a bolt of lightning that arcs toward a target of your
6th-level Conjuration [Hadō] choice that you can see within range. Three bolts then leap
Casting Time: 1 action from that target to as many as three other targets, each of
Range: 150 feet which must be within 30 feet of the first target. A target can
Components: V, S, M (one piece of ammunition or one be a creature or an object and can be targeted by only one of
thrown weapon) the bolts.
Duration: Instantaneous A target must make a Dexterity saving throw. The target
Incantation: Words takes 10d8 lightning damage on a failed save, or half as much
You fire a piece of nonmagical ammunition into the air and damage on a successful one.
choose a point within range. Hundreds of duplicates of the At Higher Levels. When you cast this spell using a spell
ammunition or weapon fall in a volley from above and then slot of 7th level or higher, one additional bolt leaps from the
disappear. Each creature in a 40-foot-radius, 20-foot-high first target to another target for each slot level above 6th.
cylinder centered on that point must make a Dexterity saving
throw. A creature takes 8d8 damage on a failed save, or half #64 Mental Prison
as much damage on a successful one. The damage type is the 6th-level Illusion [Hadō]
same as that of the ammunition or weapon. Casting Time: 1 action
Range: 60 feet
#62 Freezing Sphere Components: S
6th-level Evocation [Hadō] Duration: Concentration, up to 1 minute
Casting Time: 1 action Incantation: Words
Range: 300 feet You attempt to bind a creature within an illusory cell that only
Components: V, S, M (a small crystal sphere) it perceives. One creature you can see within range must
Duration: Instantaneous make an Intelligence saving throw. The target succeeds
Incantation: Words automatically if it is immune to being charmed. On a
A frigid globe of cold energy streaks from your fingertips to a successful save, the target takes 5d10 psychic damage, and
point of your choice within range, where it explodes in a 60- the spell ends. On a failed save, the target takes 5d10 psychic
foot-radius sphere. Each creature within the area must make damage, and you make the area immediately around the
a Constitution saving throw. On a failed save, a creatures target's space appear dangerous to it in some way. You might
takes 10d6 cold damage. On a successful save, it takes half as cause the target to perceive itself as being surrounded by fire,
much damage. floating razors, or hideous maws filled with dripping teeth.
If the globe strikes a body of water or a liquid that is Whatever form the illusion takes, the target can't see or hear
principally water (not including water-based creatures), it anything beyond it and is restrained for the spell's duration. If
freezes the liquid to a depth of 6 inches over a 30 foot area. the target is moved out of the illusion, makes a melee attack
This ice lasts for 1 minute. Creatures that were swimming on through it, or reaches any part of its body through it, the
the surface of frozen water are trapped in the ice. A trapped target takes 10d10 psychic damage, and the spell ends.
creature can use an action to make a Strength check against #65 Gravity Fissure
your spell save DC to break free. 6th-level Evocation [Hadō]
You can refrain from firing the glove after completing the
spell, if you wish. A small glove about the size of a sling stone, Casting Time: 1 action
cool to the touch, appears in your hand. Range: Self
At any time, you or a creature you give the globe to can Components: V, S, M (a fistful of iron filings)
throw the glove (to a range of 40 feet) or hurl it with a sling Duration: Instantaneous
(to a sling's normal range). It shatters on impact, with the Incantation: Words
same affect as the normal casting of the spell. You can also You manifest a ravine of gravitational energy in a line
set the globe down without shattering it. After 1 minute, if the originating from you that is 100 feet long and 5 feet wide.
glove hasn't already shattered, it explodes. Each creature in that line must make a Constitution saving
At Higher Levels. When you cast this spell using a spell throw, taking 8d8 force damage on a failed ave, or half as
slot of 7th level or higher, the damage increases by 1d6 for much damage on a successful one.
each slot level above 6th. Each creature within 10 feet of the line but not in it must
#63 Raikōhō
succeed on a Constitution saving throw or take 8d8 force
6th-level Evocation [Hadō]
Casting Time: 1 action
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damage and be pulled toward the line until the creature is in #69 Disintegrate
its area. 6th-level Transmutation [Hadō]
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 7th level or higher, the damage increases by 1d8 for Range: 1 action
each slot level above 6th. Components: V, S, M (a lodestone and a pinch of dust)
#66 Circle of Death Duration: Instantaneous
6th-level Necromancy [Hadō] Incantation: Words
Casting Time: 1 action A thin green ray springs from your pointing finger to a target
Range: 150 feet that you can see within range. The target can be a creature,
Components: V, S, M (the powder of a crushed black pearl an object, or a creation of magical force, such as the wall
worth at least 500 gp) created by wall of force.
Duration: Instantaneous A creature targeted by this spell must make a Dexterity
Incantation: Words saving throw. On a failed save, the target takes 10d6 + 40
force damage. The target is disintegrated if this damage
A sphere of negative energy ripples out in a 60-foot-radius leaves it with 0 hit points.
sphere from a point within range. Each creature in that area A disintegrated creature and everything it is wearing and
must make a Constitution saving throw. A target takes 8d6 carrying, except magic items, are reduced to a pile of fine
necrotic damage on a failed save, or half as much damage on gray dust. The creature can be restored to life only by means
a successful one. of a true resurrection or a wish spell.
At Higher Levels. When you cast this spell using a spell This spell automatically disintegrates a Large or smaller
slot of 7th level or higher, the damage increases by 2d6 for nonmagical object or a creation of magical force. If the target
each slot level above 6th. is a Huge or larger object or creation of force, this spell
#67 Harm disintegrates a 10-foot- cube portion of it. A magic item is
6th-level Necromancy [Hadō] unaffected by this spell.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 7th level or higher, the damage increases by 3d6 for
Range: 60 feet each slot level above 6th.
Components: V, S
Duration: Instantaneous #70 Arcanist's Sword
Incantation: Words 7th-level Evocation [Hadō]
You unleash a virulent disease on a creature that you can see Casting Time: 1 action
within range. The target must make a Constitution saving Range: 60 feet
throw. On a failed save, it takes 14d6 necrotic damage, or half Components: V, S, M (a miniature platinum sword with a
as much damage on a successful save. The damage can't grip and pommel of copper and zinc, worth 250 gp)
reduce the target's hit points below 1. If the target fails the Duration: Concentration, up to 1 minute
saving throw, its hit point maximum is reduced for 1 hour by Incantation: Words
an amount equal to the necrotic damage it took. Any effect You create a sword-shaped plane of force that hovers within
that removes a disease allows a creature's hit point maximum range. It lasts for the duration.
to return to normal before that time passes. When the sword appears, you make a melee spell attack
#68 Sunbeam against a target of your choice within 5 feet of the sword. On
6th-level Evocation [Hadō] a hit, the target takes 3d10 force damage. Until the spell
ends, you can use a bonus action on each of your turns to
Casting Time: 1 action move the sword up to 20 feet to a spot you can see and repeat
Range: Self this attack against the same target or a different one.
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute #71 Divine Word
Incantation: Words 7th-level Evocation [Hadō]
A beam of brilliant light flashes out from your hand in a 5- Casting Time: Bonus action
foot-wide, 60-foot-long line. Each creature in the line must Range: 30 feet
make a Constitution saving throw. Components: V
On a failed save, a creature takes 6d8 radiant damage and Duration: Instantaneous
is blinded until your next turn. On a successful save, it takes Incantation: Words
half as much damage and isn't blinded by this spell. Undead You utter a divine word, imbued with the power that shaped
and oozes have disadvantage on this saving throw. You can the world at the dawn of creation. Choose any number of
create a new line of radiance as your action on any turn until creatures you can see within range. Each creature that can
the spell ends. hear you must make a Charisma saving throw. On a failed
For the duration, a mote of brilliant radiance shines in your save, a creature suffers an effect based on its current hit
hand. It sheds bright light in a 30-foot radius and dim light for points:
an additional 30 feet. This light is sunlight.

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50 hit points or fewer: deafened for 1 minute Incantation: Words
40 hit points or fewer: deafened and blinded for 10 Eight multicolored rays of light flash from your hand. Each
minutes ray is a different color and has a different power and purpose.
30 hit points or fewer: blinded, deafened, and stunned for Each creature in a 60-foot cone must make a Dexterity saving
1 hour throw. For each target, roll a d8 to determine which color ray
20 hit points or fewer: killed instantly affects it.
Regardless of its current hit points, a celestial, an 1. Red. The target takes 10d6 fire damage on a failed save,
elemental, a fey, or a fiend that fails its save is forced back to or half as much damage on a successful one.
its plane of origin (if it isn't there already) and can't return to 2. Orange. The target takes 10d6 acid damage on a failed
your current plane for 24 hours by any means short of a wish save, or half as much damage on a successful one.
spell. 3. Yellow. The target takes 10d6 lightning damage on a
failed save, or half as much damage on a successful one.
#72 Power Word Pain 4. Green. The target takes 10d6 poison damage on a failed
7th-level Enchantment [Hadō] save, or half as much damage on a successful one.
Casting Time: 1 action 5. Blue. The target takes 10d6 cold damage on a failed
Range: 60 feet save, or half as much damage on a successful one.
Components: V 6. Indigo. On a failed save, the target is restrained. It must
Duration: Instantaneous then make a Constitution saving throw at the end of each of
Incantation: Words its turns. If it successfully saves three times, the spell ends. If
You speak a word of power that causes waves of intense pain it fails its save three times, it permanently turns to stone and
to assail one creature you can see within range. If the target is subjected to the petrified condition. The successes and
has 100 hit points or fewer, it is subject to crippling pain. failures don't need to be consecutive; keep track of both until
Otherwise, the spell has no effect on it. A target is also the target collects three of a kind.
unaffected if it is immune to being charmed. 7. Violet. On a failed save, the target is blinded. It must
While the target is affected by crippling pain, any speed it then make a Wisdom saving throw at the start of your next
has can be no higher than 10 feet. The target also has turn. A successful save ends the blindness. If it fails that save,
disadvantage on attack rolls, ability checks, and saving the creature is transported to another plane of existence of
throws, other than Constitution saving throws. Finally, if the the GM's choosing and is no longer blinded. (Typically, a
target tries to cast a spell, it must first succeed on a creature that is on a plane that isn't its home plane is
Constitution saving throw, or the casting fails and the spell is banished home, while other creatures are usually cast into
wasted. the Astral or Ethereal planes.)
A target suffering this pain can make a Constitution saving 8. Special. The target is struck by two rays. Roll twice
throw at the end of each of its turns. On a successful save, the more, rerolling any 8.
pain ends. #75 Fire Storm
#73 Sōren Sōkatsui 7th-level Evocation [Hadō]
7th-level Evocation [Hadō] Casting Time: 1 action
Casting Time: 1 round Range: 150 feet
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous Incantation: Words
Incantation: Ye lord! Mask of blood and flesh, all creation, A storm made up of sheets of roaring flame appears in a
flutter of wings, ye who bears the name of Man! On the location you choose within range. The area of the storm
wall of blue flame, inscribe a twin lotus. In the abyss of consists of up to ten 10-foot cubes, which you can arrange as
conflagration, wait at the far heavens. you wish. Each cube must have at least one face adjacent to
A blast of blue flaming energy erupts from your hands. Each the face of another cube. Each creature in the area must
creature in a 60-foot cone must make a Constitution saving make a Dexterity saving throw. It takes 7d10 fire damage on
throw. A creature takes 16d6 fire damage on a failed save, or a failed save, or half as much damage on a successful one.
half as much damage on a successful one. The fire damages objects in the area and ignites flammable
The fire spreads around corners. It ignites flammable objects that aren't being worn or carried. If you choose, plant
objects in the area that aren't being worn or carried. life in the area is unaffected by this spell.
Additionall,y ff damage from this spell kills a target, the target #76 Kongōbaku
is turned to ash. 7th-level Evocation [Hadō]
#74 Prismatic Spray Casting Time: 1 action
7th-level Evocation [Hadō] Range: 150 feet
Casting Time: 1 action Components: V, S, M (a tiny ball of bat guano and sulfur)
Range: Self Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous

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Incantation: Words Casting Time: 1 action
Range: 120 feet
You hurl a ball of red energy at a creature or object within Components: S
range. Make a ranged spell attack against the target. On a hit, Duration: Concentration, up to 1 minute
the target takes 8d10 fire damage. A flammable object hit by Incantation: Words
this spell ignites if it isn't being worn or carried.
At Higher Levels. When you cast this spell using a spell By gathering threads of shadow material from the
slot of 8th level or higher, the dmage increases by 1d10 for Shadowfell, you create a Huge shadowy dragon in an
each slot level above 7th. unoccupied space that you can see within range. The illusion
lasts for the spell’s duration and occupies its space, as if it
#77 Crown of Stars were a creature.
7th-level Evocation [Hadō] When the illusion appears, any of your enemies that can
Casting Time: 1 action see it must succeed on a Wisdom saving throw or become
Range: Self frightened of it for 1 minute. If a frightened creature ends its
Components: V, S turn in a location where it doesn’t have line of sight to the
Duration: 1 Hour illusion, it can repeat the saving throw, ending the effect on
Incantation: Words itself on a success.
As a bonus action on your turn, you can move the illusion
Seven star-like motes of light appear and orbit your head up to 60 feet. At any point during its movement, you can
until the spell ends. You can use a bonus action to send one cause it to exhale a blast of energy in a 60-foot cone
of the motes streaking toward one creature or object within originating from its space. When you create the dragon,
120 feet of you. When you do so, make a ranged spell attack. choose a damage type: acid, cold, fire, lightning, necrotic, or
On a hit, the target takes 4d12 radiant damage. Whether you poison. Each creature in the cone must make an Intelligence
hit or miss, the mote is expended. The spell ends early if you saving throw, taking 7d6 damage of the chosen damage type
expend the last mote. on a failed save, or half as much damage on a successful one.
If you have four or more motes remaining, they shed bright The illusion is tangible because of the shadow stuff used to
light in a 30-foot radius and dim light for an additional 30 create it, but attacks miss it automatically, it succeeds on all
feet. If you have one to three motes remaining, they shed dim saving throws, and it is immune to all damage and conditions.
light in a 30-foot radius. A creature that uses an action to examine the dragon can
At Higher Levels. When you cast this spell using a spell determine that it is an illusion by succeeding on an
slot of 8th level or higher, the number of motes created Intelligence (Investigation) check against your spell save DC.
increases by two for each slot level above 7th. If a creature discerns the illusion for what it is, the creature
can see through it and has advantage on saving throws
#78 Zangerin against its breath.
7th-level school [Hadō]
Casting Time: Casting #81 Feeblemind
Range: Range 8th-level Enchantment [Hadō]
Components: V, S Casting Time: 1 action
Duration: Duration Range: 150 feet
Incantation: Words Components: V, S, M (a handful of clay, crystal, glass, or
You flourish the weapon used in the casting and generate a mineral spheres)
ring of energy slicing all within range. Choose any number of Duration: Instantaneous
creatures you can see within range. Make a melee spell Incantation: Words
attack against each target. On a hit, a target takes 8d6 force You blast the mind of a creature that you can see within
damage. range, attempting to shatter its intellect and personality. The
target takes 4d6 psychic damage and must make an
#79 Finger of Death Intelligence saving throw.
7th-level Necromancy [Hadō] On a failed save, the creature's Intelligence and Charisma
Casting Time: 1 action scores become 1. The creature can't cast spells, activate
Range: 60 feet magic items, understand language, or communicate in any
Components: V, S intelligible way. The creature can, however, identify its
Duration: Instantaneous friends, follow them, and even protect them.
Incantation: Words At the end of every 30 days, the creature can repeat its
You send negative energy coursing through a creature that saving throw against this spell. If it succeeds on its saving
throw, the spell ends.
you can see within range, causing it searing pain. The target The spell can also be ended by greater restoration, heal, or
must make a Constitution saving throw. It takes 7d8 + 30 wish.
necrotic damage on a failed save, or half as much damage on
a successful one.
#80 Illusory Dragon
8th-level Illusion [Hadō]

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#82 Gaki Rekkō Components: V, S, M (fire and a piece of sunstone)
8th-level Evocation [Hadō] Duration: Instantaneous
Incantation: Words
Casting Time: 1 action Brilliant sunlight flashes in a 60-foot radius centered on a
Range: 60 feet
Components: V, S point you choose within range. Each creature in that light
Duration: Instantaneous must make a Constitution saving throw. On a failed save, a
Incantation: Words creature takes 12d6 radiant damage and is blinded for 1
minute. On a successful save, it takes half as much damage
A cage-like formation appears in the shape of a cylinder that and isn't blinded by this spell. Undead and oozes have
is 60 feet tall with a 20-foot radius, centered on a point you disadvantage on this saving throw.
can see within range. Each creature within the cylinder must A creature blinded by this spell makes another
make a Dexterity saving throw. A creature takes 10d6 force Constitution saving throw at the end of each of its turns. On a
damage on a failed save, or half as much damage on a successful save, it is no longer blinded.
successful one. This spell dispels any darkness in its area that was created
by a spell.
#83 Incendiary Cloud
8th-level Conjuration [Hadō] #86 Horrid Wilting
Casting Time: 1 action 8th-level school [Hadō]
Range: 150 feet Casting Time: 1 action
Components: V, S Range: 150 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a bit of sponge)
Incantation: Words Duration: Instantaneous
A swirling cloud of smoke shot through with white-hot Incantation: Words
embers appears in a 20-foot-radius sphere centered on a You draw the moisture from every creature in a 30-foot cube
point within range. The cloud spreads around corners and is centered on a point you choose within range. Each creature
heavily obscured. It lasts for the duration or until a wind of in that area must make a Constitution saving throw.
moderate or greater speed (at least 10 miles per hour) Constructs and undead aren’t affected, and plants and water
disperses it. elementals make this saving throw with disadvantage. A
When the cloud appears, each creature in it must make a creature takes 12d8 necrotic damage on a failed save, or half
Dexterity saving throw. A creature takes 10d8 fire damage on as much damage on a successful one.
a failed save, or half as much damage on a successful one. A Nonmagical plants in the area that aren’t creatures, such as
creature must also make this saving throw when it enters the trees and shrubs, wither and die instantly.
spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a #87 Dark Star
direction that you choose at the start of each of your turns. 8th-level Evocation [Hadō]
#84 Maddening Darkness Casting Time: 1 action
8th-level Evocation [Hadō] Range: 150 feet
Components: V, S, M (a shard of onyx and a drop of the
Casting Time: 1 action caster’s blood, both of which the spell consumes)
Range: 150 feet Duration: Concentration, up to 1 minute
Components: V, M (a drop of pitch mixed with a drop of Incantation: Words
mercury)
Duration: Concentration, up to 10 minutes This spell creates a sphere centered on a point you choose
Incantation: Words within range. The sphere can have a radius of up to 40 feet.
The area within this sphere is filled with magical darkness
Magical darkness spreads from a point you choose within and crushing gravitational force.
range to fill a 60-foot-radius sphere until the spell ends. The For the duration, the spell’s area is difficult terrain. A
darkness spreads around corners. A creature with darkvision creature with darkvision can’t see through the magical
can’t see through this darkness. Nonmagical light, as well as darkness, and nonmagical light can’t illuminate it. No sound
light created by spells of 8th level or lower, can’t illuminate can be created within or pass through the area. Any creature
the area. or object entirely inside the sphere is immune to thunder
Shrieks, gibbering, and mad laughter can be heard within damage, and creatures are deafened while entirely inside it.
the sphere. Whenever a creature starts its turn in the sphere, Casting a spell that includes a verbal component is
it must make a Wisdom saving throw, taking 8d8 psychic impossible there.
damage on a failed save, or half as much damage on a Any creature that enters the spell’s area for the first time
successful one. on a turn or starts its turn there must make a Constitution
#85 Sunburst
saving throw. The creature takes 8d10 force damage on a
failed save, or half as much damage on a successful one.
8th-level school [Hadō]
Casting Time: 1 action
Range: 150 feet

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A creature reduced to 0 hit points by this damage is Components: V, S, M (a small, nine-pointed star made of
disintegrated. A disintegrated creature and everything it is iron)
wearing and carrying, except magic items, are reduced to a Duration: Concentration, up to 1 minute
pile of fine gray dust. Incantation: Seeping crest of turbidity. Arrogant vessel of
lunacy! Boil forth and deny! Grow numb and flicker!
#88 Hiryū Gekizoku Shinten Raihō Disrupt sleep! Crawling queen of iron! Eternally self-
8th-level Evocation [Hadō] destructing doll of mud! Unite! Repulse! Fill with soil and
Casting Time: 1 round know your own powerlessness!
Range: Self You create a 20-foot-radius sphere of destructive gravitational
Components: V, S force centered on a point you can see within range. For the
Duration: Instantaneous spell’s duration, the sphere and any space within 100 feet of it
Incantation: Words are difficult terrain, and nonmagical objects fully inside the
A gigantic beam of electrical and spiritual energy forming a sphere are destroyed if they aren’t being worn or carried.
line 100 feet long and 10 feet wide blasts out from you in a When the sphere appears and at the start of each of your
direction you choose. Each creature in the line must make a turns until the spell ends, unsecured objects within 100 feet
Dexterity saving throw. A creature takes 8d6 lightning of the sphere are pulled toward the sphere’s center, ending in
damage and 8d6 force damage on a failed save, or half as an unoccupied space as close to the center as possible.
much damage on a successful one. A creature that starts its turn within 100 feet of the sphere
The lightning ignites flammable objects in the area that must succeed on a Strength saving throw or be pulled
aren't being worn or carried. straight toward the sphere’s center, ending in an unoccupied
space as close to the center as possible. A creature that
#89 Reality Break enters the sphere for the first time on a turn or starts its turn
8th-level Conjuration [Hadō] there takes 5d10 force damage and is restrained until it is no
Casting Time: 1 action longer in the sphere. If the sphere is in the air, the restrained
Range: 60 feet creature hovers inside the sphere. A creature can use its
Components: V, S, M (a crystal prism) action to make a Strength check against your spell save DC,
Duration: Concentration, up to 1 minute ending this restrained condition on itself or another creature
Incantation: Words in the sphere that it can reach. A creature reduced to 0 hit
points by this spell is annihilated, along with any nonmagical
You shatter the barriers between realities and timelines, items it is wearing or carrying.
thrusting a creature into turmoil and madness. The target
must succeed on a Wisdom saving throw, or it can’t take #91 Senju Kōten Taihō
reactions until the spell ends. The affected target must also 9th-level Evocation [Hadō]
roll a d10 at the start of each of its turns; the number rolled Casting Time: 1 action
determines what happens to the target, as shown on the Range: 120 feet
Reality Break Effects table. Components: V, S
At the end of each of its turns, the affected target can Duration: Instantaneous
repeat the Wisdom saving throw, ending the spell on itself on Incantation: Limit of the thousands hands, respectful hands,
a success. unable to touch the darkness. Shooting hands unable to
Reality Break Effects
reflect the blue sky. The road that basks in light, the wind
that ignited the embers, time that gathers when both are
d10 Effect together, there is no need to be hesitant, obey my orders.
Vision of the Far Realm. The target takes 6d12 psychic Light bullets, eight bodies, nine items, book of heaven,
1-2
damage, and it is stunned until the end of the turn. diseased treasure, great wheel, grey fortress tower. Aim far
away, scatter brightly and cleanly when fired!
Rending Rift. The target must make a Dexterity saving
3-5 throw, taking 8d12 force damage on a failed save, or Ten star-like motes of pink energy appear around you. You
half as much damage on a successful one. can send each mote at a different creature or object, or all of
them at the same creature or object. When you do so, make a
Wormhole. The target is teleported, along with ranged spell attack for each mote. On a hit, the target takes
everything it is wearing and carrying, up to 30 feet to 6d12 radiant damage.
6-8 an unoccupied space of your choice that you can see.
The target also takes 10d12 force damage and is #92 Blade of Disaster
knocked prone. 9th-level Conjuration [Hadō]
9- Chill of the Dark Void. The target takes 10d12 cold Casting Time: Bonus action
10 damage, and it is blinded until the end of the turn. Range: 60 feet
Components: V, S
#90 Kurohitsugi Duration: Concentration, up to 1 minute
9th-level Evocation [Hadō] Incantation: Words
Casting Time: 1 action
Range: 1,000 Feet

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You create a blade-shaped planar rift about 3 feet long in an Each target must make an Intelligence saving throw. On a
unoccupied space you can see within range. The blade lasts failed save, a target takes 14d6 psychic damage and is
for the duration. When you cast this spell, you can make up to stunned. On a successful save, a target takes half as much
two melee spell attacks with the blade, each one against a damage and isn’t stunned. If a target is killed by this damage,
creature, loose object, or structure within 5 feet of the blade. its head explodes, assuming it has one.
On a hit, the target takes 4d12 force damage. This attack A stunned target can make an Intelligence saving throw at
scores a critical hit if the number on the d20 is 18 or higher. the end of each of its turns. On a successful save, the
On a critical hit, the blade deals an extra 8d12 force damage stunning effect ends.
(for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up #96 Ittō Kasō
to 30 feet to an unoccupied space you can see and then make 9th-level Evocation [Hadō]
up to two melee spell attacks with it again. Casting Time: 1 action
The blade can harmlessly pass through any barrier, Range: Self
including a wall of force. Components: V, S, M (One of your limbs, which the spell
consumes)
#93 Hyōga Seiran Duration: Instantaneous
9th-level Evocation [Hadō] Incantation: Words
Casting Time: 1 action By sacrificing a piece of your own body you create a massive
Range: Self pillar of energy the shape of a Katana tip. A cylinder that is
Components: V, S, M (a small crystal or glass cone worth 200 feet tall and 50 feet wide appears on a point centered on
200 gp) you. Each creature in the cylinder must make a Dexterity
Duration: Instantaneous saving throw; you have disadvantage on this saving throw. A
Incantation: Words target takes 100 + your Hit Die in fire damage on a failed
A blast of cold air erupts from your hands. Each creature in a save, or half as much damage on a successful one.
80-foot cone must make a Constitution saving throw. A The fire spreads around corners. It ignites flammable
creature takes 20d6 cold damage on a failed save, or half as objects in the area that aren't being worn or carried.
much damage on a successful one.
A creature killed by this spell becomes a frozen statue until #97 Time Ravage
it thaws. 9th-level Necromancy [Hadō]
Casting Time: 1 action
#94 Weird Range: 90 feet
9th-level Illusion [Hadō] Components: V, S, M (an hourglass filled with diamond dust
Casting Time: 1 action worth at least 5,000 gp, which the spell consumes)
Range: 120 feet Duration: Instantaneous
Components: V, S Incantation: Words
Duration: Concentration, up to 1 minute You target a creature you can see within range, putting its
Incantation: Words physical form through the devastation of rapid aging. The
Drawing on the deepest fears of a group of creatures, you target must make a Constitution saving throw, taking 10d12
create illusory creatures in their minds, visible only to them. necrotic damage on a failed save, or half as much damage on
Each creature in a 30-foot-radius sphere centered on a point a successful one. If the save fails, the target also ages to the
of your choice within range must make a Wisdom saving point where it has only 30 days left before it dies of old age.
throw. On a failed save, a creature becomes frightened for the In this aged state, the target has disadvantage on attack rolls,
duration. The illusion calls on the creature's deepest fears, ability checks, and saving throws, and its walking speed is
manifesting its worst nightmares as an implacable threat. At halved. Only the wish spell or the greater restoration cast
the end of each of the frightened creature's turns, it must with a 9th-level spell slot can end these effects and restore
succeed on a Wisdom saving throw or take 4d10 psychic the target to its previous age.
damage. On a successful save, the spell ends for that
creature. #98 Power Word Kill
9th-level Enchantment [Hadō]
#95 Psychic Scream Casting Time: 1 action
9th-level Enchantment [Hadō] Range: 60 feet
Casting Time: 1 action Components: V
Range: 90 feet Duration: Instantaneous
Components: S Incantation: Words
Duration: Instantaneous You utter a word of power that can compel one creature you
Incantation: Words can see within range to die instantly. If the creature you
You assault the minds of up to ten creatures of your choice choose has 100 hit points or fewer, it dies. Otherwise, the
that you can see within range. Creatures with an Intelligence spell has no effect.
score of 2 or lower are unaffected.

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#99 Goryūtenmetsu With a chopping motion you create an aura shaped as a head
9th-level Evocation [Hadō] of a dragon which blows a powerful wind from its mouth in a
100 foot long and 40 foot wide line. Everything in the line
Casting Time: 1 action must make a Strength saving throw or take 10d6
Range: 1 mile bludgeoning damage, 10d6 piercing damage and 10d6
Components: V, S slashing damage, half as much on a successful saving throw.
Duration: Instantaneous Additionally, any creature or unattended objects that fails
Incantation: Words it's saving throw is pushed back at a rate of 30 feet per round,
Five enormous dragons of energy erupt from the ground and until they're out of the area, taking 5d6 bludgeoning damage,
dive into five different points you can see within range 5d6 piercing damage and 5d6 slashing damage. On each of
creating an explosion. it's turn the creature can make an additional saving throw, on
Each creature in a 40-foot-radius sphere centered on each a success they are no longer pushed back.
point you choose must make a Dexterity saving throw. The
sphere spreads around corners. A creature takes 20d6 force
damage and 20d6 bludgeoning damage on a failed save, or
half as much damage on a successful one.
Secret Hadō #1 Rain of Fire
10-level Evocation [Hadō]
Casting Time: 10 minutes
Range: 1 mile
Components: V, S
Duration: 24 Hours
Incantation: Words
This spell summons a swirling thunderstorm at a point you
can see within range that rains fire rather than raindrops
down a two-mile radius. Everything in the flaming deluge
takes 1 point of fire damage each round. A successful Reflex
save results in no damage, but the save must be repeated
each round. Unless the ground is exceedingly damp, all
vegetation is eventually blackened and destroyed, leaving
behind a barren wasteland similar to the aftermath of a grass
or forest fire. The fiery storm is stationary and not affected by
any wind or weather, unless its from a wish spell or 10th level
spell.
Secret Hadō #2 Dire Winter
10-level Evocation [Hadō]
Casting Time: 10 minutes
Range: 1 mile
Components: V, S
Duration: 24 Hours
Incantation: Words
Raging winds and a hail of rock-hard ice pounds to the
ground in a 2 mile radius centered on a point within range.
Everything in the storm takes 1 point of cold damage each
round. A successful Reflex save results in no damage, but the
save must be repeated each round. The intense cold freezes
water out of the air, causing constant snowfall and wind. The
snow and wind produce a blizzard effect within the Area.
Hailstones turn the storm's area of effect into difficult
terrain until the end of your next turn.
Secret Hadō #3 Teppūsatsu
10-level Evocation [Hadō]
Casting Time: 1 round
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Incantation: Words

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Shinigami Spell List (Kaidō)

Cantrips (0 Level) 3rd Level 6th Level 9th Level


#1 Jump #30 Catnap #60 Heroes Feast #90 Foresight
#2 True Strike #31 Daylight #61 Mass Freedom of #91 Power Word Heal
#3 Gust #32 Plant Growth Movement #92 Mass Heal
#4 Light #33 Create Food and Water #62 Create Homunculus #93 Transcend Mortality
#5 Druidcraft #34 Feign Death #63 Creation #94 Shapechange
#6 Guidance #35 Beacon of Hope #64 Mass Haste #95 Mass Polymorph
#7 Mending #36 Remove Curse #65 Arcanist's #96 True Polymorph
#8 Spare the Dying #37 Haste Transformation #97 Astral Projection
#9 Close Wound #38 Aura of Vitality #66 Mass Death Ward #98 Anathema
#39 Revivify #67 Heal #99 True Resurrection
1st Level #68 Siphon Life
#10 Ceremony 4th Level #69 Reincarnate 10th Level (Secret)
#11 Detect Poison and #40 Motivational Speech #1 Eternal Freedom
Disease #41 Freedom of Movement 7th Level #2 Contingent Resurrection
#12 Purify Food and Drink #42 Guardian of Nature #70 Mass Skill #3 Wish
#13 Create or Destroy Water #43 Tiny Servant Empowerment
#14 Goodberry #44 Aura of Purity #71 Tether Essence
#15 Heroism #45 Aura of Life #72 Immortal Fortitude
#16 Bless #46 Death Ward #73 Energetic Healing
#17 False Life #47 Healing Spirit #74 Regenerate
#18 Healing Word #48 Mass Healing Word #75 Magic Jar
#19 Cure Wounds #49 Polymorph #76 Soul Cage
#77 Create Magen
2nd Level 5th Level #78 Simulacrum
#20 Protection from Poison #50 Skill Empowerment #79 Raise Dead
#21 Calm Emotions #51 Fabricate
#22 Enhance Ability #52 Animate Objects 8th Level
#23 Aid #53 Awaken #80 Glibness
#24 Fortune's Favor #54 Circle of Power #81 Holy Aura
#25 Warding Bond #55 Hallow #82 Celerity
#26 Enlarge/Reduce #56 Life Transference #83
#27 Gentle Repose #57 Greater Restoration #84
#28 Lesser Restoration #58 Modify Memory #85
#29 Prayer of Healing #59 Greater Revivify #86
#87
#88 Clone
#89 Resurrection

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#01 Jump If you target an object held or worn by a hostile creature,
Cantrip Transmutation [Kaidō] that creature must succeed on a Dexterity saving throw to
avoid the spell.
Casting Time: 1 action
Range: Self #05 Druidcraft
Components: V, S, M (a grasshopper's hind leg) Cantrip Transmutation [Kaidō]
Duration: 1 minute Casting Time: 1 action
Incantation: Words Range: 30 feet
You touch a creature. The creature's jump distance is tripled Components: V, S
until the spell ends. Duration: Instantaneous
Incantation: Words
#02 True Strike
Cantrip Divination [Kaidō] Whispering to the spirits of nature, you create one of the
following effects within range:
Casting Time: 1 action
Range: 20 fee You create a tiny, harmless sensory effect that predicts
Components: S what the weather will be at your location for the next 24
Duration: Concentration, up to 1 round hours. The effect might manifest as golden orb for clear
Incantation: Words skies, a cloud for rain, falling snowflakes for snow, and so
on. This effect persists for 1 round.
You point a finer at target in range Your magic grants you a You instantly make a flower blossom, a seed pod open, or
brief insight into the target's defenses. On your next turn, you a leaf bud bloom.
gain advantage on your first attack roll against the target, You create an instantaneous, harmless sensory effect,
provided that this spell hasn't ended. such s falling leaves, a puff of wind, the sound of a small
#03 Gust animal, or the faint odor of skunk. The effect must fit in a
Cantrip Transmutation [Kaidō] 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small
Casting Time: 1 action campfire.
Range: 30 feet
Components: V, S #06 Guidance
Duration: Instantaneous Cantrip Divination [Kaidō]
Incantation: Words Casting Time: 1 action
You seize the air and compel it to create one of the following Range: Touch
effects at a point you can see within range: Components: V, S
Duration: Concentration, up to 1 minute
One Medium or smaller creature that you choose must Incantation: Words
succeed on a Strength saving throw or be pushed up to 5 You touch one willing creature. Once before the spell ends,
feet away from you.
You create a small blast of air capable of moving one the target can roll a d4 and add the number rolled to one
object that is neither held nor carried and that weighs no ability check of its choice. It can roll the die before or after
more than 5 pounds. The object is pushed up to 10 feet making the ability check The spell then ends.
away from you. It isn't pushed with enough force to cause #07 Mending
damage. Cantrip Transmutation [Kaidō]
You create a harmless sensory effect using air, such as
causing leaves to rustle, wind to slam shutters shut, or Casting Time: 1 minute
your clothing to ripple in a breeze. Range: Touch
Components: V, S, M (two iodestones)
#04 Light Duration: Instantaneous
Cantrip Evocation [Kaidō] Incantation: Words
Casting Time: 1 action This spell repairs a single break or tear in an object you
Range: Touch touch, such as a broken chain link, two halves of a broken
Components: V, M (a firefly or phosphorescent moss) key, a torn cloak, or a leaking wineskin. As long as the break
Duration: 1 hour or tear is no larger than 1 foot in any dimension, you mend it,
Incantation: Words leaving no trace of the former damage.
You touch one object that is no larger than 10 feet in any This spell can physically repair a magic item or construct,
dimension. Until the spell ends, the object sheds bright light but the spell can't restore magic to such as object.
in a 20-foot radius and dim light for an additional 20 feet. The
light can be colored as you like. Completely covering the
object with something opaque blocks the light. The spell ends
if you cast it again or dismiss it a an action.

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#08 Spare the Dying a +2 bonus to AC while they rae within 30 feet of each
Cantrip Necromancy [Kaidō] other. A creature can benefit from this rite again only if
widows.
Casting Time: 1 action
Range: Touch #11 Detect Poison and Disease (Ritual)
Components: V, S 1st-level Divination [Kaidō]
Duration: Instantaneous Casting Time: 1 action
Incantation: Words Range: Self
You touch a living creature that has 0 hit points. The creature Components: V, S, M (a yew leaf)
becomes stable. This spell has no effect on undead or Duration: Concentration, up to 10 minutes
constructs. Incantation: Words
#09 Close Wound For the duration, you can sense the presence and locations of
Cantrip Evocation [Kaidō] poisons, poisonous creatures, and diseases within 30 feet of
you. You also identify the kind of poison, poisonous creature,
Casting Time: 1 action or disease in each case.
Range: Touch The spell can penetrate most barriers, but it is blocked by 1
Components: V, S foot of stone, 1 inch of common metal, a thin sheet of lead, or
Duration: Instantaneous 3 feet of wood or dirt.
Incantation: Words
You touch an ally creature and channel reiryoku into them to #12 Purify Food and Drink (Ritual)
rapidly speed up their natural healing. If the target has at 1st-level Transmutation [Kaidō]
least 1 hit point, it can spend one of its Hit Dice, rolling the Casting Time: 1 action
die and adding their Constitution modifier to the result. They Range: 10 feet
regain hit points equal to the total. Components: V, S
A creature touched by this spell can spend one additional Duration: Instantaneous
Hit Die when you reach 5th level (2), 11th level (3), and 17th Incantation: Words
level (4). All nonmagical food and drink within a 5-foot-radius sphere
#10 Ceremony (Ritual) centered on a point of your choice within range is purified
1st-level Abjuration [Kaidō] and rendered free of poison and disease.
Casting Time: 1 hour #13 Create or Destory Water
Range: Touch 1st-level Transmutation [Kaidō]
Components: V, S, M (25 gp worth of powdered silver, which Casting Time: 1 action
the spell consumes) Range: 30 feet
Duration: Instantaneous Components: V, S, M (a drop of water if creating water or a
You perform a special religious ceremony that is infused with few grains of sand if destroying it)
magic. When you cast the spell, choose one of the following Duration: Instantaneous
rites, the target of which must be within 10 feet of you Incantation: Words
throughout the casting. You either create or destroy water.
Atonement. You touch one willing creature whose Create Water. You create up to 10 gallons of clean water
alignment has changed, and you make a DC 20 wisdom within range in an open container. Alternatively, the water
(Insight) check. On a successful check, you restore the target falls as rain in a 30-foot cube within range, extinguishing
to its original alignment. exposed flames in the area.
Bless Water. You touch one vial of water and cause it to Destroy Water. You destroy up to 10 gallons of water in an
become holy water. open container within range. Alternatively, you destory fog in
Coming of Age. You touch one humanoid who is a young 30=foot cube within range.
adult. For the next 24 hours, whenever the target makes an At Higher Levels. When you cast this spell using a spell
ability check, it can roll a d4 and add the number rolled to the slot of 2nd level or higher,you create or destroy 10 additional
ability check. A creature can benefit from this rite only once. gallons of water, or the size of the cube increases by 5 feet,
Dedication. You touch one humanoid who wishes to be for each slot level above 1st.
dedicated to your god's service. For the next 24 hours,
whenever the target makes a saving throw, it can roll a d4 #14 Goodberry
and add the number rolled to the save. A creature can benefit 1st-level Transmutation [Kaidō]
from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 Casting Time: 1 action
days, the target can't become undead by an means short of a Range: Touch
wish spell. Components: V, S, M (a sprig of mistletoe)
Wedding. You touch adult humanoids willing to be bonded Duration: Instantaneous
together in marriage. For the next 7 days, each target gains Incantation: Words

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Up to ten berries appear in your hand and are infused with A creature of your choice that you can see within range
magic for the duration. A creature can use its action to eat regains hit points equal to 1d4+your spellcasting ability
one berry. Eating a berry restores 1 hit point, and the berry modifier. This spell has no effect on undead or constructs.
provies eough nourishment to sustain a creature for one day. At Higher Levels. When you cast this spell using a spell
The berries lose their potency if they have not been slot of 2nd level or higher, the healing inceases by 1d4 for
consumed within 24 hours of the casting of this spell. each slot level above 1st.
#15 Heroism #19 Cure Wounds
1st-level Enchantment [Kaidō] 1st-level Evocation [Kaidō]
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Incantation: Words Incantation: Words
A willing creature you touch is imbued with bravery. Until the A creature you touch regains a number of hit points equal to
spell ends, the creature is immune to being frightened and 1d8+your spellcasting ability modifier. This spell has no effect
gains temporary hit points equal to your spellcasting ability on undead or constructs.
modifier at the start of each of its turns. At Higher Levels. When you cast this spell using a spell
When the spell ends, the target loses any remaining slot of 2nd level or higher, the healing increases by 1d8 for
temporary hit points from this spell. each slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional #20 Protection from Poison
creature for each slot level above 1st. 2nd-level Abjuration [Kaidō]
#16 Bless
Casting Time: 1 action
Range: Touch
1st-level Enchantment [Kaidō] Components: V, S
Casting Time: 1 action Duration: 1 hour
Range: 30 feet Incantation: Words
Components: V, S, M (a sprinkling of holy water) You touch a creature. If it is poisoned, you neutralize the
Duration: Concentration, up to 1 minute poison. If more than one poison afflicts the target, you
Incantation: Words neutralize one poison that you know is present, or you
You bless up to three creatures of your choice within range. neutralize one at random.
Whenever a target makes an attack roll or a saving throw For the duration, the target has advantage on saving
before the spell ends, the target can roll a d4 and add the throws against being poisoned, and it has resistance to
number rolled to the attack roll or saving throw. poison damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional #21 Calm Emotions
creature for each slot level above 1st. 2nd-level Enchantment [Kaidō]
Casting Time: 1 action
#17 False Life Range: 60 feet
1st-level Necromancy [Kaidō] Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self Incantation: Words
Components: V, S, M (a small amount of alcohol or distilled You attempt to suppress strong emotions in a group of
spirits) people. Each humanoid in a 20-foot-radius sphere centered
Duration: 1 hour on a point you choose within range must make a Charisma
Incantation: Words saving throw; a creature can choose to fail this saving throw if
Bolstering yourself with a necromantic facsimile of life, you it wishes. If a creature fails its saving throw, choose one of
gain 1d4+4 temporary hit points for the duration.. the following two effects.
At Higher Levels. When you cast this spell using a spell You can suppress any effect causing a target to be charmed
slot of 2nd level or higher, you gain 5 additional temporary hit or frightened. When this spell ends, any suppressed effect
points for each slot level above 1st. resumes, provided that its duration has not expired in the
meantime.
#18 Healing Word
1st-level Evocation [Kaidō]
Casting Time: bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Incantation: Words
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Alternatively, you can make a target indifferent about You touch a willing creature to grant it the ability to see in the
creatures of your choice that it is hostile toward. This dark. For the duration, that creature has darkvision out to a
indifference ends if the target is attacked or harmed by a spell range of 60 feet.
or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, #25 Warding Bond
unless the DM rules otherwise. 2nd-level Abjuration [Kaidō]
#22 Enhance Ability
Casting Time: 1 action
Range: Touch
2nd-level Transmutation [Kaidō] Components: V, S, M (a pair of platinum rings worth at least
Casting Time: 1 action 50 gp each, which you and the target must wear for the
Range: Touch duration)
Components: V, S, M (fur or a feather from a beast) Duration: 1 hour
Duration: Concentration, up to 1 hour Incantation: Words
Incantation: Words This spell wards a willing creature you touch and creates a
You touch a creature and bestow upon it a magical mystic connection between you and the target until the spell
enhancement. Choose one of the following effects; the target ends. While the target is within 60 feet of you, it gains a +1
gains that effect until the spell ends. bonus to AC and saving throws, and it has resistance to all
Bear's Endurance. The target has advantage on damage. Also, each time it takes damage, you take the same
Constitution checks. It also gains 2d6 temporary hit points, amount of damage.
which are lost when the spell ends. The spell ends if you drop to 0 hit points or if you and the
Bull's Strength. The target has advantage on Strength target become separated by more than 60 feet. It also ends if
checks, and his or her carrying capacity doubles. the spell is cast again on either of the connected creatures.
Cat's Grace. The target has advantage on Dexterity You can also dismiss the spell as an action.
checks. It also doesn't take damage from falling 20 feet or
less if it isn't incapacitated. #26 Enlarge/Reduce
Eagle's Splendor. The target has advantage on Charisma 2nd-level Transmutation [Kaidō]
checks. Casting Time: 1 action
Fox's Cunning. The target has advantage on Intelligence Range: 30 feet
checks. Components: V, S, M (a pinch of powdered iron)
Owl's Wisdom. The target has advantage on Wisdom Duration: Concentration, up to 1 minute
checks. Incantation: Words
At Higher Levels. When you cast this spell using a spell You cause a creature or an object you can see within range to
slot of 3rd level or higher, you can target one additional grow larger or smaller for the duration. Choose either a
creature for each slot level above 2nd. creature or an object that is neither worn nor carried. If the
#23 Aid target is unwilling, it can make a Constitution saving throw.
2nd-level Abjuration [Kaidō] On a success, the spell has no effect.
If the target is a creature, everything it is wearing and
Casting Time: 1 action carrying changes size with it. Any item dropped by an
Range: 30 feet affected creature returns to normal size at once.
Components: V, S, M (a tiny strip of white cloth) Enlarge. The target's size doubles in all dimensions, and
Duration: 8 hours its weight is multiplied by eight. This growth increases its
Incantation: Words size by one category-- from Medium to Large, for example. If
Your spell bolsters your allies with toughness and resolve. there isn't enough room for the target to double its size, the
Choose up to three creatures within range. Each target's hit creature or object attains the maximum possible size in the
point maximum and current hit points increase by 5 for the space available. Until the spell ends, the target also has
duration. advantage on Strength checks and Strength saving throws.
At Higher Levels. When you cast this spell using a spell The target's weapons also grow to match its new size. While
slot of 3rd level or higher, a target's hit points increase by an these weapons are enlarged, the target's attacks with them
additional 5 for each slot level above 2nd. deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and
#24 Darkvision its weight is reduced to one-eighth of normal. This reduction
2nd-level Transmutation [Kaidō] decreases its size by one category--from Medium to Small, for
Casting Time: 1 action example. Until the spell ends, the target also has
disadvantage on Strength checks and Strength saving
Range: Touch throws. The target's weapons also shrink to match its new
Components: V, S, M (either a pinch of dried carrot or an size. While these weapons are reduced, the target's attacks
agate) with them deal 1d4 less damage (this can't reduce the
Duration: 8 hours damage below 1).
Incantation: Words

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#27 Gentle Repose (Ritual) At Higher Levels. When you cast this spell using a spell
2nd-level Necromancy [Kaidō] slot of 4th level or higher, you can target one additional
willing creature for each slot level above 3rd.
Casting Time: 1 action
Range: Touch #31 Daylight
Components: V, S, M (a pinch of salt and one copper piece 3rd-level Evocation [Kaidō]
placed on each of the corpse's eyes, which must remain Casting Time: 1 action
there for the duration) Range: 60 feet
Duration: Duration Components: V, S
Incantation: Words Duration: 1 hour
You touch a corpse or other remains. For the duration, the Incantation: Words
target is protected from decay and can't become undead. A 60-foot-radius sphere of light spreads out from a point you
The spell also effectively extends the time limit on raising choose within range. The sphere is bright light and sheds dim
the target from the dead, since days spent under the influence light for an additional 60 feet.
of this spell don't count against the time limit of spells such If you chose a point on an object you are holding or one
as raise dead. that isn't being worn or carried, the light shines from the
#28 Lesser Restoration object and moves with it. Completely covering the affected
2nd-level Abjuration [Kaidō] object with an opaque object, such as a bowl or a helm,
blocks the light.
Casting Time: 1 action If any of this spell's area overlaps with an area of darkness
Range: Touch created by a spell of 3rd level or lower, the spell that created
Components: V, S the darkness is dispelled.
Duration: Instantaneous
Incantation: Words #32 Plant Growth
You touch a creature and can end either one disease or one 3rd-level Transmutation [Kaidō]
condition afflicting it. The condition can be blinded, deafened, Casting Time: Special
paralyzed, or poisoned. Range: 150 feet
Components: V, S
#29 Prayer of Healing Duration: Instantaneous
2nd-level Evocation [Kaidō] Incantation: Words
Casting Time: 10 minutes This spell channels vitality into plants within a specific area.
Range: 30 feet There are two possible uses for the spell, granting either
Components: V immediate or long-term benefits.
Duration: Instantaneous If you cast this spell using 1 action, choose a point within
Incantation: Words range. All normal plants in a 100-foot radius centered on that
Up to six creatures of your choice that you can see within point become thick and overgrown. A creature moving
range each regain hit points equal to 2d8 + your spellcasting through the area must spend 4 feet of movement for every 1
ability modifier. This spell has no effect on undead or foot it moves.
constructs. You can exclude one or more areas of any size within the
At Higher Levels. When you cast this spell using a spell spell's area from being affected.
slot of 3rd level or higher, the healing increases by 1d8 for If you cast this spell over 8 hours, you enrich the land. All
each slot level above 2nd. plants in a half-mile radius centered on a point within range
become enriched for 1 year. The plants yield twice the normal
#30 Catnap amount of food when harvested.
3rd-level Enchantment [Kaidō]
Casting Time: 1 action #33 Create Food and Water
Range: 30 feet 3rd-level Conjuration [Kaidō]
Components: S, M (a pinch of sand) Casting Time: 1 action
Duration: 10 minutes Range: 30 feet
Incantation: Words Components: V, S
You make a calming gesture, and up to three willing Duration: Instantaneous
creatures of your choice that you can see within range fall Incantation: Words
unconscious for the spell’s duration. The spell ends on a You create 45 pounds of food and 30 gallons of water on the
target early if it takes damage or someone uses an action to ground or in containers within range, enough to sustain up to
shake or slap it awake. If a target remains unconscious for fifteen humanoids or five steeds for 24 hours. The food is
the full duration, that target gains the benefit of a short rest, bland but nourishing, and spoils if uneaten after 24 hours.
and it can’t be affected by this spell again until it finishes a The water is clean and doesn't go bad.
long rest.

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#34 Feign Death (Ritual) #38 Aura of Vitality
3rd-level Necromancy [Kaidō] 3rd-level Evocation [Kaidō]
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a pinch of graveyard dirt) Components: V
Duration: 1 hour Duration: Concentration, up to 1 minute
Incantation: Words Incantation: Words
You touch a willing creature and put it into a cataleptic state Healing energy radiates from you in an aura with a 30-foot
that is indistinguishable from death. radius. Until the spell ends, the aura moves with you,
For the spell’s duration, or until you use an action to touch centered on you. You can use a bonus action to cause one
the target and dismiss the spell, the target appears dead to all creature in the aura (including you) to regain 2d6 hit points.
outward inspection and to spells used to determine the #39 Revivify
target’s status. The target is blinded and incapacitated, and its
speed drops to 0. The target has resistance to all damage 3rd-level Necromancy [Kaidō]
except psychic damage. If the target is diseased or poisoned Casting Time: 1 action
when you cast the spell, or becomes diseased or poisoned Range: Touch
while under the spell’s effect, the disease and poison have no Components: V, S, M (diamonds worth 300 gp, which the
effect until the spell ends. spell consumes)
Duration: Instantaneous
#35 Beacon of Hope Incantation: Words
3rd-level Abjuration [Kaidō] You touch a creature that has died within the last minute.
Casting Time: 1 action That creature returns to life with 1 hit point. This spell can't
Range: 30 feet return to life a creature that has died of old age, nor can it
Components: V, S restore any missing body parts.
Duration: Concentration, up to 1 minute
Incantation: Words #40 Motivational Speech
This spell bestows hope and vitality. Choose any number of 4th-level Enchantment [Kaidō]
creatures within range. For the duration, each target has Casting Time: 1 minute
advantage on Wisdom saving throws and death saving Range: 60 feet
throws, and regains the maximum number of hit points Components: V
possible from any healing. Duration: 1 hour
Incantation: Words
#36 Remove Curse
3rd-level Abjuration [Kaidō] You address allies, staff, or innocent bystanders to exhort and
inspire them to greatness, whether they have anything to get
Casting Time: 1 action excited about or not. Choose up to five creatures within range
Range: Touch that can hear you. For the duration, each affected creature
Components: V, S gains 5 temporary hit points and has advantage on Wisdom
Duration: Instantaneous saving throws. If an affected creature is hit by an attack, it has
Incantation: Words advantage on the next attack roll it makes. Once an affected
At your touch, all curses affecting one creature or object end. creature loses the temporary hit points granted by this spell,
If the object is a cursed magic item, its curse remains, but the the spell ends for that creature.
spell breaks its owner's attunement to the object so it can be At Higher Levels. When you cast this spell using a spell
removed or discarded. slot of 4th level or higher, the temporary hit points increase
by 5 for each slot level above 3rd.
#37 Haste
3rd-level Transmutation [Kaidō] #41 Freedom of Movement
Casting Time: 1 action 4th-level Abjuration [Kaidō]
Range: 30 feet Casting Time: 1 action
Components: V, S, M (a shaving of licorice root) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (a leather strap, bound around the arm
Incantation: Words or a similar appendage)
Duration: 1 hour
Choose a willing creature that you can see within range. Until Incantation: Words
the spell ends, the target's speed is doubled, it gains a +2
bonus to AC, it has advantage on Dexterity saving throws, You touch a willing creature. For the duration, the target's
and it gains an additional action on each of its turns. That movement is unaffected by difficult terrain, and spells
action can be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions
until after its next turn, as a wave of lethargy sweeps over it.

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and other magical effects can neither reduce the target's Once given an order, the servant continues to follow that
speed nor cause the target to be paralyzed or restrained. order until its task is complete.
The target can also spend 5 feet of movement to When the creature drops to 0 hit points, it reverts to its
automatically escape from nonmagical restraints, such as original form, and any remaining damage carries over to that
manacles or a creature that has it grappled. Finally, being form.
underwater imposes no penalties on the target's movement At Higher Levels. When you cast this spell using a spell
or attacks. slot of 4th level or higher, you can animate two additional
objects for each slot level above 3rd.
#42 Guardian of Nature
4th-level Transmutation [Kaidō] #44 Aura of Purity
Casting Time: Bonus action 4th-level Abjuration [Kaidō]
Range: Self Casting Time: 1 action
Components: V Range: Self
Duration: Concentration, up to 1 minute Components: V
Incantation: Words Duration: Concentration, up to 10 minutes
A nature spirit answers your call and transforms you into a Incantation: Words
powerful guardian. The transformation lasts until the spell Purifying energy radiates from you in an aura with a 30-foot
ends. You choose one of the following forms to assume: radius. Until the spell ends, the aura moves with you,
Primal Beast or Great Tree. centered on you. Each nonhostile creature in the aura
Primal Beast. Bestial fur covers your body, your facial (including you) can’t become diseased, has resistance to
features become feral, and you gain the following benefits: poison damage, and has advantage on saving throws against
effects that cause any of the following conditions: blinded,
Your walking speed increases by 10 feet. charmed, deafened, frightened, paralyzed, poisoned, and
You gain darkvision with a range of 120 feet. stunned.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force #45 Aura of Life
damage on a hit. 4th-level Abjuration [Kaidō]
Great Tree. Your skin appears barky, leaves sprout from Casting Time: 1 action
your hair, and you gain the following benefits: Range: Self
Components: V
You gain 10 temporary hit points. Duration: Concentration, up to 10 minutes
You make Constitution saving throws with advantage. Incantation: Words
You make Dexterity- and Wisdom-based attack rolls with
advantage. Life-preserving energy radiates from you in an aura with a
While you are on the ground, the ground within 15 feet of 30-foot radius. Until the spell ends, the aura moves with you,
you is difficult terrain for your enemies. centered on you. Each nonhostile creature in the aura
(including you) has resistance to necrotic damage, and its hit
#43 Tiny Servant point maximum can’t be reduced. In addition, a nonhostile,
4th-level Transmutation [Kaidō] living creature regains 1 hit point when it starts its turn in the
Casting Time: 1 minute aura with 0 hit points.
Range: Touch #46 Death Ward
Components: V, S 4th-level Abjuration [Kaidō]
Duration: 8 hours
Incantation: Words Casting Time: 1 action
Range: Touch
You touch one Tiny, nonmagical object that isn’t attached to Components: V, S
another object or a surface and isn’t being carried by another Duration: 8 hours
creature. The target animates and sprouts little arms and Incantation: Words
legs, becoming a creature under your control until the spell
ends or the creature drops to 0 hit points. See Tiny Servant You touch a creature and grant it a measure of protection
for its statistics. from death.
As a bonus action, you can mentally command the creature The first time the target would drop to 0 hit points as a
if it is within 120 feet of you. (If you control multiple result of taking damage, the target instead drops to 1 hit
creatures with this spell, you can command any or all of them point, and the spell ends.
at the same time, issuing the same command to each one.) If the spell is still in effect when the target is subjected to
You decide what action the creature will take and where it an effect that would kill it instantaneously without dealing
will move during its next turn, or you can issue a simple, damage, that effect is instead negated against the target, and
general command, such as to fetch a key, stand watch, or the spell ends.
stack some books. If you issue no commands, the servant
does nothing other than defend itself against hostile
creatures.

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#47 Healing Spirit The target assumes the hit points of its new form. When it
4th-level Conjuration [Kaidō] reverts to its normal form, the creature returns to the number
of hit points it had before it transformed. If it reverts as a
Casting Time: Bonus action result of dropping to 0 hit points, any excess damage carries
Range: 60 feet over to its normal form. As long as the excess damage doesn't
Components: V, S reduce the creature's normal form to 0 hit points, it isn't
Duration: Concentration, up to 1 minute knocked unconscious.
Incantation: Words The creature is limited in the actions it can perform by the
You call forth a nature spirit to soothe the wounded. The nature of its new form, and it can't speak, cast spells, or take
intangible spirit appears in a space that is a 10-foot cube you any other action that requires hands or speech.
can see within range. The spirit looks like a transparent beast The target's gear melds into the new form. The creature
or fey (your choice). can't activate, use, wield, or otherwise benefit from any of its
Until the spell ends, whenever you or a creature you can equipment.
see moves into the spirit’s space for the first time on a turn or
starts its turn there, you can cause the spirit to restore 1d10 #50 Skill Empowerment
hit points to that creature (no action required). The spirit can’t 5th-level Transmutation [Kaidō]
heal constructs or undead. The spirit can heal a number of Casting Time: 1 action
times equal to 1 + your spellcasting ability modifier Range: Touch
(minimum of twice). After healing that number of times, the Components: V, S
spirit disappears. Duration: Concentration, up to 1 hour
As a bonus action on your turn, you can move the spirit up Incantation: Words
to 30 feet to a space you can see. Your magic deepens a creature’s understanding of its own
At Higher Levels. When you cast this spell using a spell talent. You touch one willing creature and give it expertise in
slot of 5th level or higher, the healing increases by 1d10 for one skill of your choice; until the spell ends, the creature
each slot level above 4th. doubles its proficiency bonus for ability checks it makes that
#48 Mass Healing Word use the chosen skill.
4th-level Evocation [Kaidō] You must choose a skill in which the target is proficient and
that isn’t already benefiting from an effect, such as Expertise,
Casting Time: Bonus action that doubles its proficiency bonus.
Range: 60 feet
Components: V #51 Fabricate
Duration: Instantaneous 5th-level Transmutation [Kaidō]
Incantation: Words Casting Time: 10 minutes
As you call out words of restoration, choose any number of Range: 120 feet
creatures that you can see within range, each regain hit Components: V, S
points equal to 1d4 + your spellcasting ability modifier. This Duration: Instantaneous
spell has no effect on undead or constructs. Incantation: Words
At Higher Levels. When you cast this spell using a spell You convert raw materials into products of the same material.
slot of 5th level or higher, the healing increases by 1d4 for For example, you can fabricate a wooden bridge from a
each slot level above 4th. clump of trees, a rope from a patch of hemp, and clothes from
#49 Polymorph flax or wool.
4th-level Transmutation [Kaidō] Choose raw materials that you can see within range. You
can fabricate a Large or smaller object (contained within a
Casting Time: 1 action 10-foot cube, or eight connected 5-foot cubes), given a
Range: Touch sufficient quantity of raw material. If you are working with
Components: V, S, M (a caterpillar cocoon) metal, stone, or another mineral substance, however, the
Duration: Concentration, up to 1 hour fabricated object can be no larger than Medium (contained
Incantation: Words within a single 5-foot cube). The quality of objects made by
This spell transforms a creature that you touch into a new the spell is commensurate with the quality of the raw
form. An unwilling creature must make a Constitution saving materials.
throw to avoid the effect. The spell has no effect on a Creatures or magic items can't be created or transmuted
shapechanger or a creature with 0 hit points. by this spell. You also can't use it to create items that
The transformation lasts for the duration, or until the ordinarily require a high degree of craftsmanship, such as
target drops to 0 hit points or dies. The new form can be any jewelry, weapons, glass, or armor, unless you have proficiency
beast whose challenge rating is equal to or less than the with the type of artisan's tools used to craft such objects.
target's (or the target's level, if it doesn't have a challenge
rating). The target's game statistics, including mental ability
scores, are replaced by the statistics of the chosen beast. It
retains its alignment and personality.

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#52 Animate Objects Components: V, S, M (an agate worth at least 1,000 gp,
5th-level Transmutation [Kaidō] which the spell consumes)
Duration: Instantaneous
Casting Time: 1 action Incantation: Words
Range: 120 feet
Components: V, S After spending the casting time tracing magical pathways
Duration: Concentration, up to 1 minute within a precious gemstone, you touch a Huge or smaller
Incantation: Words beast or plant. The target must have either no Intelligence
score or an Intelligence of 3 or less. The target gains an
Objects come to life at your command. Choose up to ten Intelligence of 10. The target also gains the ability to speak
nonmagical objects within range that are not being worn or one language you know. If the target is a plant, it gains the
carried. Medium targets count as two objects, Large targets ability to move its limbs, roots, vines, creepers, and so forth,
count as four objects, Huge targets count as eight objects. and it gains senses similar to a human's. Your GM chooses
You can't animate any object larger than Huge. Each target statistics appropriate for the awakened plant, such as the
animates and becomes a creature under your control until statistics for the awakened shrub or the awakened tree.
the spell ends or until reduced to 0 hit points. The awakened beast or plant is charmed by you for 30 days
As a bonus action, you can mentally command any creature or until you or your companions do anything harmful to it.
you made with this spell if the creature is within 500 feet of When the charmed condition ends, the awakened creature
you (if you control multiple creatures, you can command any chooses whether to remain friendly to you, based on how you
or all of them at the same time, issuing the same command to treated it while it was charmed.
each one). You decide what action the creature will take and
where it will move during its next turn, or you can issue a #54 Circle of Power
general command, such as to guard a particular chamber or 5th-level Abjuration [Kaidō]
corridor. If you issue no commands, the creature only Casting Time: 1 action
defends itself against hostile creatures. Once given an order, Range: Self
the creature continues to follow it until its task is complete. Components: V
Animate Object Statistics Duration: Concentration, up to 10 minutes
Size HP AC Str Dex Attack
Incantation: Words
Divine energy radiates from you, distorting and diffusing
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage magical energy within 30 feet of you. Until the spell ends, the
Small 25 16 6 14 +6 to hit, 1d8 + 2 damage sphere moves with you, centered on you. For the duration,
each friendly creature in the area (including you) has
Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage advantage on saving throws against spells and other magical
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage effects.
Additionally, when an affected creature succeeds on a
Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage saving throw made against a spell or magical effect that
allows it to make a saving throw to take only half damage, it
An animated object is a construct with AC, hit points, instead takes no damage if it succeeds on the saving throws.
attacks, Strength, and Dexterity determined by its size. Its
Constitution is 10 and its Intelligence and Wisdom are 3, and #55 Hallow
its Charisma is 1. Its speed is 30 feet; if the object lacks legs 5th-level Evocation [Kaidō]
or other appendages it can use for locomotion, it instead has Casting Time: 24 hours
a flying speed of 30 feet and can hover. If the object is Range: Touch
securely attached to a surface or a larger object, such as a Components: V, S, M (herbs, oils, and incense worth at least
chain bolted to a wall, its speed is 0. It has blindsight with a 1,000 gp, which the spell consumes)
radius of 30 feet and is blind beyond that distance. When the Duration: Until dispelled
animated object drops to 0 hit points, it reverts to its original Incantation: Words
object form, and any remaining damage carries over to its
original object form. You touch a point and infuse an area around it with holy (or
If you command an object to attack, it can make a single unholy) power. The area can have a radius up to 60 feet, and
melee attack against a creature within 5 feet of it. It makes a the spell fails if the radius includes an area already under the
slam attack with an attack bonus and bludgeoning damage effect a hallow spell. The affected area is subject to the
determined by its size. The GM might rule that a specific following effects.
object inflicts slashing or piercing damage based on its form. First, celestials, elementals, fey, fiends, and undead can't
At Higher Levels. If you cast this spell using a spell slot of enter the area, nor can such creatures charm, frighten, or
6th level or higher, you can animate two additional objects for possess creatures within it. Any creature charmed, frightened,
each slot level above 5th. or possessed by such a creature is no longer charmed,
frightened, or possessed upon entering the area. You can
#53 Awaken exclude one or more of those types of creatures from this
5th-level Transmutation [Kaidō] effect.
Casting Time: 8 hours
Range: Touch

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Second, you can bind an extra effect to the area. Choose the You imbue a creature you touch with positive energy to undo
effect from the following list, or choose an effect offered by a debilitating effect. You can reduce the target's exhaustion
the GM. Some of these effects apply to creatures in the area; level by one, or end one of the following effects on the target:
you can designate whether the effect applies to all creatures,
creatures that follow a specific deity or leader, or creatures of One effect that charmed or petrified the target
a specific sort, such as orcs or trolls. When a creature that One curse, including the target's attunement to a cursed
would be affected enters the spell's area for the first time on a magic item
turn or starts its turn there, it can make a Charisma saving Any reduction to one of the target's ability scores
throw. On a success, the creature ignores the extra effect One effect reducing the target's hit point maximum
until it leaves the area. #58 Modify Memory
Courage. Affected creatures can't be frightened while in 5th-level Enchantment [Kaidō]
the area.
Darkness. Darkness fills the area. Normal light, as well as Casting Time: 1 action
magical light created by spells of a lower level than the slot Range: 30 feet
you used to cast this spell, can't illuminate the area. Components: V, S
Daylight. Bright light fills the area. Magical darkness Duration: Concentration, up to 1 minute
created by spells of a lower level than the slot you used to Incantation: Words
cast this spell can't extinguish the light. You attempt to reshape another creature's memories. One
Energy Protection. Affected creatures in the area have creature that you can see must make a Wisdom saving throw.
resistance to one damage type of your choice, except for If you are fighting the creature, it has advantage on the saving
bludgeoning, piercing, or slashing. throw. On a failed save, the target becomes charmed by you
Energy Vulnerability. Affected creatures in the area have for the duration. The charmed target is incapacitated and
vulnerability to one damage type of your choice, except for unaware of its surroundings, though it can still hear you. If it
bludgeoning, piercing, or slashing. takes any damage or is targeted by another spell, this spell
Everlasting Rest. Dead bodies interred in the area can't be ends, and none of the target's memories are modified.
turned into undead. While this charm lasts, you can affect the target's memory
Extradimensional Interference. Affected creatures can't of an event that it experienced within the last 24 hours and
move or travel using teleportation or by extradimensional or that lasted no more than 10 minutes. You can permanently
interplanar means. eliminate all memory of the event, allow the target to recall
Fear. Affected creatures are frightened while in the area. the event with perfect clarity and exacting detail, change its
Silence. No sound can emanate from within the area, and memory of the details of the event, or create a memory of
no sound can reach into it. some other event.
Tongues. Affected creatures can communicate with any You must speak to the target to describe how its memories
other creature in the area, even if they don't share a common are affected, and it must be able to understand your language
language. for the modified memories to take root. Its mind fills in any
gaps in the details of your description. If the spell ends before
#56 Life Transference you have finished describing the modified memories, the
5th-level Necromancy [Kaidō] creature's memory isn't altered. Otherwise, the modified
Casting Time: 1 action memories take hold when the spell ends.
Range: 30 feet A modified memory doesn't necessarily affect how a
Components: V, S creature behaves, particularly if the memory contradicts the
Duration: Instantaneous creature's natural inclinations, alignment, or beliefs. An
Incantation: Words illogical modified memory, such as implanting a memory of
how much the creature enjoyed dousing itself in acid, is
You sacrifice some of your health to mend another creature’s dismissed, perhaps as a bad dream. The GM might deem a
injuries. You take up to 6d8 necrotic damage, which can’t be modified memory too nonsensical to affect a creature in a
reduced in any way, and one creature of your choice that you significant manner.
can see within range regains a number of hit points equal to A remove curse or greater restoration spell cast on the
twice the necrotic damage you take. target restores the creature's true memory.
At Higher Levels. When you cast this spell using a spell At Higher Levels. If you cast this spell using a spell slot of
slot of 6th level or higher, the damage increases by 1d8 for 6th level or higher, you can alter the target's memories of an
each slot level above 5th. event that took place up to 7 days ago (6th level), 30 days ago
#57 Greater Restoration
(7th level), 1 year ago (8th level), or any time in the creature's
past (9th level).
5th-level Abjuration [Kaidō]
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100 gp,
which the spell consumes)
Duration: Instantaneous
Incantation: Words

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#59 Greater Revivify Duration: Instantaneous
5th-level Necromancy [Kaidō] Incantation: Words
Casting Time: 1 action While speaking an intricate incantation, you cut yourself with
Range: Touch a jewel-encrusted dagger, taking 2d4 piercing damage that
Components: V, S, M (diamonds worth 500 gp, which the can’t be reduced in any way. You then drip your blood on the
spell consumes) spell’s other components and touch them, transforming them
Duration: Instantaneous into a special construct called a homunculus.
Incantation: Words The statistics of the homunculus are in the Monster
Manual. It is your faithful companion, and it dies if you die.
You touch a creature that has died within the last hour. That Whenever you finish a long rest, you can spend up to half
creature returns to life, if it they are willing, with 1 hit point. your Hit Dice if the homunculus is on the same plane of
This spell can't return to life a creature that has died of old existence as you. When you do so, roll each die and add your
age, nor can it restore any missing body parts. Constitution modifier to it. Your hit point maximum is
reduced by the total, and the homunculus’s hit point
#60 Heroes' Feast maximum and current hit points are both increased by it.
6th-level Conjuration [Kaidō] This process can reduce you to no lower than 1 hit point, and
Casting Time: 10 minutes the change to your and the homunculus’s hit points ends
Range: 30 feet when you finish your next long rest. The reduction to your hit
Components: V, S, M (a gem-encrusted bowl worth at least point maximum can’t be removed by any means before then,
1,000 gp, which the spell consumes) except by the homunculus’s death.
Duration: Instantaneous You can have only one homunculus at a time. If you cast
Incantation: Words this spell while your homunculus lives, the spell fails.
You bring forth a great feast, including magnificent food and #63 Creation
drink. The feast takes 1 hour to consume and disappears at 6th-level Illusion [Kaidō]
the end of that time, and the beneficial effects don't set in
until this hour is over. Up to twelve creatures can partake of Casting Time: 1 minute
the feast. Range: 30 feet
A creature that partakes of the feast gains several benefits. Components: V, S, M (a tiny piece of matter of the same type
The creature is cured of all diseases and poison, becomes of the item you plan to create)
immune to poison and being frightened, and makes all Duration: Special
Wisdom saving throws with advantage. Its hit point Incantation: Words
maximum also increases by 2d10, and it gains the same You pull wisps of shadow material from the Shadowfell to
number of hit points. These benefits last for 24 hours. create a nonliving object of vegetable matter within range:
soft goods, rope, wood, or something similar. You can also use
#61 Mass Freedom of Movement this spell to create mineral objects such as stone, crystal, or
6th-level Abjuration [Kaidō] metal. The object created must be no larger than a 5-foot
Casting Time: 1 action cube, and the object must be of a form and material that you
Range: 60 feet have seen before.
Components: V, S, M (a leather strap, bound around the arm The duration depends on the object's material. If the object
or a similar appendage) is composed of multiple materials, use the shortest duration.
Duration: Concentration, up to 1 hour
Incantation: Words Material Duration

Choose up to 6 six creatures you can see within range. For Vegetable matter 1 day
the duration, the target's movement is unaffected by difficult Stone or crystal 12 hours
terrain, and spells and other magical effects can neither
reduce the target's speed nor cause the target to be paralyzed Precious metals 1 hour
or restrained. Gems 10 minutes
The target can also spend 5 feet of movement to
automatically escape from nonmagical restraints, such as Adamantine or mithral 1 minute
manacles or a creature that has it grappled. Finally, being
underwater imposes no penalties on the target's movement Using any material created by this spell as another spell's
or attacks. material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell
#62 Create homunculus slot of 6th level or higher, the cube increases by 5 feet for
6th-level Transmutation [Kaidō] each slot level above 5th.
Casting Time: 1 hour
Range: Touch
Components: V, S, M (clay, ash, and madrake root, all of
which the spell consumes, and a jewel-encrusted dagger
worth at least 1,000 gp)

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#64 Mass Haste If the spell is still in effect when the target is subjected to
6th-level Transmutation [Kaidō] an effect that would kill it instantaneously without dealing
damage, that effect is instead negated against the target, and
Casting Time: 1 action the spell ends.
Range: 30 feet
Components: V, S, M (a shaving of licorice root) #67 Heal
Duration: Concentration, up to 1 minute 6th-level Evocation [Kaidō]
Incantation: Words Casting Time: 1 action
Choose up to 4 willing creature that you can see within Range: 60 feet
range. Until the spell ends, the target's speed is doubled, it Components: V, S
gains a +2 bonus to AC, it has advantage on Dexterity saving Duration: Instantaneous
throws, and it gains an additional action on each of its turns. Incantation: Words
That action can be used only to take the Attack (one weapon Choose a creature that you can see within range. A surge of
attack only), Dash, Disengage, Hide, or Use an Object action. positive energy washes through the creature, causing it to
When the spell ends, the target can't move or take actions regain 70 hit points. This spell also ends blindness, deafness,
until after its next turn, as a wave of lethargy sweeps over it. and any diseases affecting the target. This spell has no effect
#65 Arcanist's Transformation on constructs or undead.
6th-level Transmutation [Kaidō] At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the amount of healing increases by
Casting Time: 1 action 10 for each slot level above 6th.
Range: Self
Components: V, S, M (a few hairs from a bull) #68 Siphon Life
Duration: Concentration, up to 10 minutes 6th-level Necromancy [Kaidō]
Incantation: Words Casting Time: 1 action
You endow yourself with endurance and martial prowess Range: Self
fueled by magic. Until the spell ends, you can’t cast spells, Components: V, S
and you gain the following benefits: Duration: Instantaneous
Incantation: Words
You gain 50 temporary hit points. If any of these remain
when the spell ends, they are lost. You siphon life force from others to heal your wounds. Make
You have advantage on attack rolls that you make with a mellee spell attack against a creature within range. On a
simple and martial weapons. hit, the target takes 4d8 necrotic damage, and you regain hit
When you hit a target with a weapon attack, that target points equal to half the amount of necrotic damage dealt.
takes an extra 2d12 force damage. At Higher Levels. When you cast this spell using a spell
You have proficiency with all armor, shields, simple slot of 7th level or higher, the damage increases by 1d8 for
weapons, and martial weapons. each slot level above 6th.
You have proficiency in Strength and Constitution saving
throws. #69 Reincarnate
You can attack twice, instead of once, when you take the 6th-level Transmutation [Kaidō]
Attack action on your turn. You ignore this benefit if you Casting Time: 1 hour
already have a feature, like Extra Attack, that gives you Range: Touch
extra attacks. Components: V, S, M (rare oils and unguents worth at least
Immediately after the spell ends, you must succeed on a 1,000 gp, which the spell consumes)
DC 15 Constitution saving throw or suffer one level of Duration: Instantaneous
exhaustion. Incantation: Words
You touch a dead humanoid or a piece of a dead humanoid.
#66 Mass Death Ward Provided that the creature has been dead no longer than 10
6th-level Abjuration [Kaidō] days, the spell forms a new adult body for it and then calls the
Casting Time: 1 action soul to enter that body. If the target's soul isn't free or willing
Range: 30 feet to do so, the spell fails.
Components: V, S The magic fashions a new body for the creature to inhabit,
Duration: 1 hour which likely causes the creature's appearance to change. The
Incantation: Words GM rolls a d100 and consults the following table to
determine what form the creature takes when restored to life,
You choose up to 4 creature you can see within range and or the GM chooses a form.
grant them a measure of protection from death. The reincarnated creature recalls its former life and
The first time the target would drop to 0 hit points as a experiences. It retains the capabilities it had in its original
result of taking damage, the target instead drops to 1 hit form, except it exchanges its original race for the new one
point, and the spell ends. and changes its racial traits accordingly.

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d100 Body After you attempt three Constitution saving throws to avoid
1-50 New appearance
death or unconsciousness by this spell, this spell
automatically ends.
51-100 Retain previous appearance
#73 Energetic Healing
#70 Mass Skill Empowerment 7th-level Abjuration [Kaidō]
7th-level Transmutation [Kaidō] Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S
Components: V, S Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 hour Incantation: Words
Incantation: Words This spell converts magical energy damage into healing
Your magic deepens a creature’s understanding of its own power. You touch a willing creature rendering it immune to
talent. You choose up to 4 willing creature you can see within either acid, cold, fire, lightning, or thunder damage.
range and give it expertise in one skill of your choice; until The next time the target is subjected to magical damage of
the spell ends, the creature doubles its proficiency bonus for the chosen type, they instead regain hit points equal to half of
ability checks it makes that use the chosen skill. the damage that would be dealt.
You must choose a skill in which the target is proficient and Once this spell has healed a number of hit points equal to 2
that isn’t already benefiting from an effect, such as Expertise, x your character level.
that doubles its proficiency bonus. #74 Regenerate
#71 Tether Essence 7th-level Transmutation [Kaidō]
7th-level Necromancy [Kaidō] Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S, M (a prayer wheel and holy water)
Components: V, S, M (a spool of platinum cord worth at least Duration: 1 hour
250 gp, which the spell consumes) Incantation: Words
Duration: Concentration, up to 1 hour You touch a creature and stimulate its natural healing ability.
Incantation: Words The target regains 4d8 + 15 hit points. For the duration of the
Two creatures you can see within range must make a spell, the target regains 1 hit point at the start of each of its
Constitution saving throw, with disadvantage if they are turns (10 hit points each minute).
within 30 feet of each other. Either creature can willingly fail The target's severed body members (fingers, legs, tails, and
the save. If either save succeeds, the spell has no effect. If so on), if any, are restored after 2 minutes. If you have the
both saves fail, the creatures are magically linked for the severed part and hold it to the stump, the spell
duration, regardless of the distance between them. When instantaneously causes the limb to knit to the stump.
damage is dealt to one of them, the same damage is dealt to #75 Magic Jar
the other one. If hit points are restored to one of them, the 7th-level Necromancy [Kaidō]
same number of hit points are restored to the other one. If
either of the tethered creatures is reduced to 0 hit points, the Casting Time: 1 minute
spell ends on both. If the spell ends on one creature, it ends Range: Self
on both. Components: V, S, M (a gem, crystal, reliquary, or some
other ornamental container worth at least 500 gp)
#72 Immortal Fortitude Duration: Until dispelled
7th-level Abjuration [Kaidō] Incantation: Words
Casting Time: 1 action Your body falls into a catatonic state as your soul leaves it and
Range: Self enters the container you used for the spell's material
Components: V, S component. While your soul inhabits the container, you are
Duration: Concentration aware of your surroundings as if you were in the container's
Incantation: Words space. You can't move or use reactions. The only action you
So long as you maintain concentration on this spell, you can take is to project your soul up to 100 feet out of the
cannot be killed or incapacitated by effects, spells or attacks container, either returning to your living body (and ending the
that reduce you to 0 or fewer hit points. If you take such spell) or attempting to possess a humanoids body.
damage, you can make a Constitution saving throw with a DC You can attempt to possess any humanoid within 100 feet
equal to the damage taken. If you fail this save, you die or fall of you that you can see (creatures warded by a protection
unconscious (as appropriate). If this save is successful, you from evil and good or magic circle spell can't be possessed).
are still alive and conscious, with 1 hit point remaining. The target must make a Charisma saving throw. On a failure,
This spell provides no protection against effects that slay your soul moves into the target's body, and the target's soul
you without dealing hit point damage. becomes trapped in the container.

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On a success, the target resists your efforts to possess it, and The sensor remains for as long as you concentrate, up to
you can't attempt to possess it again for 24 hours. 10 minutes (as if you were concentrating on a spell). You
Once you possess a creature's body, you control it. Your receive visual and auditory information from the sensor as if
game statistics are replaced by the statistics of the creature, you were in its space using your senses.
though you retain your alignment and your Intelligence, A creature that can see the sensor (such as one using see
Wisdom, and Charisma scores. You retain the benefit of your invisibility or truesight) sees a translucent image of the
own class features. If the target has any class levels, you can't tormented humanoid whose soul you caged.
use any of its class features.
Meanwhile, the possessed creature's soul can perceive #77 Create Magen
from the container using its own senses, but it can't move or 7th-level Transmutation [Kaidō]
take actions at all. Casting Time: 1 hour
While possessing a body, you can use your action to return Range: Touch
from the host body to the container if it is within 100 feet of Components: V, S, M (a vial of quicksilver worth 500 gp and
you, returning the host creature's soul to its body. If the host a life-sized human doll, both of which t he spell consumes,
body dies while you're in it, the creature dies, and you must and an intricate crystal rod wroth at least 1,500 gp that is
make a Charisma saving throw against your own spellcasting not consumed)
DC. On a success, you return to the container if it is within Duration: Instantaneous
100 feet of you. Otherwise, you die. Incantation: Words
If the container is destroyed or the spell ends, your soul While casting the spell, you place a vial of quicksilver in the
immediately returns to your body. If your body is more than chest of a life-sized human doll stuffed with ash or dust. You
100 feet away from you or if your body is dead when you then stitch up the doll and drip your blood on it. At the end of
attempt to return to it, you die. If another creature's soul is in the casting, you tap the doll with a crystal rod, transforming it
the container when it is destroyed, the creature's soul returns into a magen clothed in whatever the doll was wearing. The
to its body if the body is alive and within 100 feet. Otherwise, type of magen is chosen by you during the casting of the spell.
that creature dies. See appendix C for different kinds of magen and their
When the spell ends, the container is destroyed. statistics.
#76 Soul Cage Demos Magen
7th-level Necromancy [Kaidō] Galvan Magen
Casting Time: Reaction (which you take when a humanoid Hypnos Magen
you can see within 60 feet of you dies) When the magen appears, your hit point maximum
Range: 60 feet decreases by an amount equal to the magen’s challenge
Components: V, S, M (a tiny silver cage worth 300 gp) rating (minimum reduction of 1). Only a wish spell can undo
Duration: 8 hours this reduction to your hit point maximum.
Incantation: Words Any magen you create with this spell obeys your
This spell snatches the soul of a humanoid as it dies and commands without question.
traps it inside the tiny cage you use for the material
component. A stolen soul remains inside the cage until the #78 Simulacrum
spell ends or until you destroy the cage, which ends the spell. 7th-level Illusion [Kaidō]
While you have a soul inside the cage, you can exploit it in Casting Time: 12 hours
any of the ways described below. You can use a trapped soul Range: Touch
up to six times. Once you exploit a soul for the sixth time, it is Components: V, S, M (snow or ice in quantities sufficient to
released, and the spell ends. While a soul is trapped, the dead make a life-size copy of the duplicated creature; some hair,
humanoid it came from can’t be revived. fingernail clippings, or other piece of that creature's body
Steal Life. You can use a bonus action to drain vigor from placed inside the snow or ice; and powdered ruby worth
the soul and regain 2d8 hit points. 1,500 gp, sprinkled over the duplicate and consumed by
Query Soul. You ask the soul a question (no action the spell)
required) and receive a brief telepathic answer, which you can Duration: Until dispelled
understand regardless of the language used. The soul knows Incantation: Words
only what it knew in life, but it must answer you truthfully
and to the best of its ability. The answer is no more than a shape an illusory duplicate of one beast or humanoid that is
sentence or two and might be cryptic. within range for the entire casting time of the spell. The
Borrow Experience. You can use a bonus action to bolster duplicate is a creature, partially real and formed from ice or
yourself with the soul’s life experience, making your next snow, and it can take actions and otherwise be affected as a
attack roll, ability check, or saving throw with advantage. If normal creature. It appears to be the same as the original, but
you don’t use this benefit before the start of your next turn, it it has half the creature's hit point maximum and is formed
is lost. without any equipment. Otherwise, the illusion uses all the
Eyes of the Dead. You can use an action to name a place statistics of the creature it duplicates, except that it is a
the humanoid saw in life, which creates an invisible sensor construct.
somewhere in that place if it is on the plane of existence
you’re currently on.

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The simulacrum is friendly to you and creatures you Incantation: Words
designate. It obeys your spoken commands, moving and Divine light washes out from you and coalesces in a soft
acting in accordance with your wishes and acting on your radiance in a 30-foot radius around you. Creatures of your
turn in combat. The simulacrum lacks the ability to learn or choice in that radius when you cast this spell shed dim light
become more powerful, so it never increases its level or other in a 5-foot radius and have advantage on all saving throws,
abilities, nor can it regain expended spell slots. and other creatures have disadvantage on attack rolls against
If the simulacrum is damaged, you can repair it in an them until the spell ends. In addition, when a fiend or an
alchemical laboratory, using rare herbs and minerals worth undead hits an affected creature with a melee attack, the aura
100 gp per hit point it regains. The simulacrum lasts until it flashes with brilliant light. The attacker must succeed on a
drops to 0 hit points, at which point it reverts to snow and Constitution saving throw or be blinded until the spell ends.
melts instantly.
If you cast this spell again, any duplicate you created with #82 Celerity
this spell is instantly destroyed. 8th-level Transmutation [Kaidō]
#79 Raise Dead Casting Time: 1 action
7th-level Necromancy [Kaidō] Range: 30 feet
Components: V, S
Casting Time: 1 hour Duration: Instantaneous
Range: Touch Incantation: Words
Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes) You target a willing creature within range. The target
Duration: Instantaneous immediately takes an action. Until your next turn the target
Incantation: Words cannot take reactions.
You return a dead creature you touch to life, provided that it #83 Darts of Life
has been dead no longer than 10 days. If the creature's soul is 8th-level Evocation [Kaidō]
both willing and at liberty to rejoin the body, the creature
returns to life with 1 hit point. Casting Time: 1 action
This spell also neutralizes any poisons and cures Range: Self
nonmagical diseases that affected the creature at the time it Components: V, S
died. This spell doesn't, however, remove magical diseases, Duration: 1 hour
curses, or similar effects; if these aren't first removed prior to Incantation: Words
casting the spell, they take effect when the creature returns to Seven golden star-like motes of light appear and orbit your
life. The spell can't return an undead creature to life. head until the spell ends. You can use a bonus action to send
This spell closes all mortal wounds, but it doesn't restore one of the motes streaking toward one creature within 120
missing body parts. If the creature is lacking body parts or feet of you. When you do so, the target regains 4d12 hit
organs integral for its survival--its head, for instance--the spell points. The spell ends early if you expend the last mote.
automatically fails. If you have four or more motes remaining, they shed bright
Coming back from the dead is an ordeal. The target takes a light in a 30-foot radius and dim light for an additional 30
−4 penalty to all attack rolls, saving throws, and ability feet. If you have one to three motes remaining, they shed dim
checks. Every time the target finishes a long rest, the penalty light in a 30-foot radius.
is reduced by 1 until it disappears.
#84 Ray of Exhaustion
#80 Glibness 8th-level Necromancy [Kaidō]
8th-level Transmutation [Kaidō] Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S
Components: V Duration: 1 minute
Duration: 1 hour Incantation: Words
Incantation: Words A black ray projects from your pointing finger. Make a ranged
Until the spell ends, when you make a Charisma check, you spell attack against the target. On a hit, the target gains a
can replace the number you roll with a 15. Additionally, no level of exhaustion for the duration.
matter what you say, magic that would determine if you are
telling the truth indicates that you are being truthful.
#81 Holy Aura
8th-level Abjuration [Kaidō]
Casting Time: 1 action
Range: Self
Components: V, S, M (a tiny reliquary worth at least 1,000 gp
containing a sacred relic, such as a scrap of cloth from a
saint's robe or a piece of parchment from a religious text)
Duration: Concentration, up to 1 minute
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#85 Angelic Transformation The spell cannot target multiple creatures such as Beacon
8th-level Transmutation [Kaidō] of Hope or slow. However spells that affect multiple
creatures are illegible, such as Sleet Storm or wall of fire.
Casting Time: 1 action The same spell is currently not under the effects of
Range: Self Permanency that you cast.
Components: V, S, M (a fine feather)
Duration: Concentration, up to 10 minutes The spell is affected in the following ways:
Incantation: Words The duration is changed until, "Until dispelled."
You endow yourself with holy magic. Until the spell ends, you Spells with the Concentration tag no longer require
can't cast spells, and you gain the following benefits: concentration.
If the spell would end if a specified circumstance is
Wings sprout from you back and grant you a flying speed fulfilled, the spell resets to it's original parameters set
of 60 feet. when first cast.
You gain darkvision out to 60 feet.
You gain resistance to acid, cold and lightning damage. #88 Clone
You gain resistance against bludgeoning, piercing and 8th-level Necromancy [Kaidō]
slashing damage from nonmagical weapons. Casting Time: 1 hour
You have advantage on saving throws against spells and Range: Touch
other magical effects. Components: V, S, M (a diamond worth at least 1,000 gp and
When you hit a target with a weapon attack, that target at least 1 cubic inch of flesh of the creature that is to be
takes an extra 2d12 radiant damage. cloned, which the spell consumes, and a vessel worth at
#86 Death Knell least 2,000 gp that has a sealable lid and is large enough to
8th-level Necromancy [Kaidō] hold a medium creature, such as a huge urn, coffin, mud-
filled cyst in the ground, or crystal container filled with salt
Casting Time: 1 action water)
Range: 60 feet Duration: Instantaneous
Components: V, S Incantation: Words
Duration: 1 hour
Incantation: Words This spell grows an inert duplicate of a living, Medium
creature as a safeguard against death. This clone forms
You draw forth the ebbing life force of a creature and use it to inside a sealed vessel and grows to full size and maturity
fuel your own power. Choose up to 6 creatures with 0 hit after 120 days; you can also choose to have the clone be a
points you can see within range. The creatures must make a younger version of the same creature. It remains inert and
Constitution saving throw. On a failure, the target dies and endures indefinitely, as long as its vessel remains
you gain the following benefits for each creature that was undisturbed.
slain by this spell: At any time after the clone matures, if the original creature
You gain a number of hit points equal to the creatures hit dies, its soul transfers to the clone, provided that the soul is
die. free and willing to return. The clone is physically identical to
You regain a number of spell points equal to the creatures the original and has the same personality, memories, and
hit die if that creature was able to cast spells. abilities, but none of the original's equipment. The original
Your ability scores each increase by 1. creature's physical remains, if they still exist, become inert
and can't thereafter be restored to life, since the creature's
#87 Permanency soul is elsewhere.
8th-level Transmutation [Kaidō]
#89 Resurrection
Casting Time: 1 hour 8th-level Necromancy [Kaidō]
Range: Self
Components: V, S, M (special) Casting Time: 1 hour
Duration: Until dispelled Range: Touch
Incantation: Words Components: V, S, M (a diamond worth at least 1,000 gp,
which the spell consumes)
This spell makes certain other spells last until it's dispelled. Duration: Instantaneous
As part of this spell, you must expend all resources required Incantation: Words
to cast the spell you intend to effect, as well as diamond dust
worth 5,000 gp. You touch a dead creature that has been dead for no more
Permanency can only affect spells that meet the following than a century, that didn't die of old age, and that isn't undead.
requirements: If its soul is free and willing, the target returns to life with all
its hit points.
The spell must be 5th level or lower. This spell neutralizes any poisons and cures normal
The spells duration cannot be instantaneous, 1 round or diseases afflicting the creature when it died. It doesn't,
until dispelled. however, remove magical diseases, curses, and the like; if
You know the spell, if you don't, you will need a spell scroll. such effects aren't removed prior to casting the spell, they
afflict the target on its return to life.

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This spell closes all mortal wounds and restores any missing Duration: 5 minutes
body parts. Incantation: Words
Coming back from the dead is an ordeal. The target takes a Your body surges with god-like arcane power. For the
−4 penalty to all attack rolls, saving throws, and ability
duration you gain the following benefits:
checks. Every time the target finishes a long rest, the penalty
is reduced by 1 until it disappears. You gain 50 temporary hit points. If any of these remain
Casting this spell to restore life to a creature that has been when the spell ends, they are lost.
dead for one year or longer taxes you greatly. Until you finish All of your ability scores become 20.
a long rest, you can't cast spells again, and you have You gain a flying speed of 100 feet.
disadvantage on all attack rolls, ability checks, and saving You gain resistance to all damage.
throws. You gain proficiency in all saving throws.
You have advantage on attack rolls.
#90 Foresight You have advantage on saving throws.
9th-level Divination [Kaidō]
Although this spell grants you immense power, it comes at
Casting Time: 1 minute a horrific price. You gain these benefits by using up all of your
Range: Touch reiryoku. When the spell ends, you are instantly slain and
Components: V, S, M (a hummingbird feather) your body disintegrates into nothing. This effect cannot be
Duration: 8 hours prevented by any means.
Incantation: Words
You touch a willing creature and bestow a limited ability to #94 Shapechange
see into the immediate future. For the duration, the target 9th-level Transmutation [Kaidō]
can't be surprised and has advantage on attack rolls, ability Casting Time: 1 action
checks, and saving throws. Additionally, other creatures have Range: Self
disadvantage on attack rolls against the target for the Components: V, S, M (a jade circlet worth at least 1,500 gp,
duration. which you must place on your head before you cast the
This spell immediately ends if you cast it again before its spell)
duration ends. Duration: Concentration, up to 1 hour
Incantation: Words
#91 Power Word Heal
9th-level Evocation [Kaidō] You assume the form of a different creature for the duration.
The new form can be of any creature with a challenge rating
Casting Time: 1 action equal to your level or lower. The creature can't be a construct
Range: Touch or an undead, and you must have seen the sort of creature at
Components: V, S least once. You transform into an average example of that
Duration: Instantaneous creature, one without any class levels or the Spellcasting
Incantation: Words trait.
A wave of healing energy washes over the creature you touch. Your game statistics are replaced by the statistics of the
The target regains all its hit points. If the creature is chosen creature, though you retain your alignment and
charmed, frightened, paralyzed, or stunned, the condition Intelligence, Wisdom, and Charisma scores. You also retain
ends. If the creature is prone, it can use its reaction to stand all of your skill and saving throw proficiencies, in addition to
up. This spell has no effect on undead or constructs. gaining those of the creature. If the creature has the same
proficiency as you and the bonus listed in its statistics is
#92 Mass Heal higher than yours, use the creature's bonus in place of yours.
9th-level Evocation [Kaidō] You can't use any legendary actions or lair actions of the new
Casting Time: 1 action form.
Range: 60 feet You assume the hit points and Hit Dice of the new form.
Components: V, S When you revert to your normal form, you return to the
Duration: Instantaneous number of hit points you had before you transformed. If you
Incantation: Words revert as a result of dropping to 0 hit points, any excess
damage carries over to your normal form. As long as the
A flood of healing energy flows from you into injured excess damage doesn't reduce your normal form to 0 hit
creatures around you. You restore up to 700 hit points, points, you aren't knocked unconscious.
divided as you choose among any number of creatures that You retain the benefit of any features from your class, race,
you can see within range. Creatures healed by this spell are or other source and can use them, provided that your new
also cured of all diseases and any effect making them blinded form is physically capable of doing so. You can't use any
or deafened. This spell has no effect on undead or constructs. special senses you have (for example, darkvision) unless your
new form also has that sense. You can only speak if the
#93 Transcend Mortality creature can normally speak.
9th-level Transmutation [Kaidō]
Casting Time: 1 action
Range: Self
Components: V, S

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When you transform, you choose whether your equipment object into a creature (the object must be neither worn nor
falls to the ground, merges into the new form, or is worn by it. carried by another creature). The spell lasts for the duration,
Worn equipment functions as normal. The GM determines or until the target drops to 0 hit points or dies. If you
whether it is practical for the new form to wear a piece of concentrate on this spell for the full duration, the spell lasts
equipment, based on the creature's shape and size. Your until it is dispelled.
equipment doesn't change shape or size to match the new This spell has no effect on a shapechanger or a creature
form, and any equipment that the new form can't wear must with 0 hit points. An unwilling creature can make a Wisdom
either fall to the ground or merge into your new form. saving throw, and if it succeeds, it isn’t affected by this spell.
Equipment that merges has no effect in that state. Creature into Creature. If you turn a creature into another
During this spell's duration, you can use your action to kind of creature, the new form can be any kind you choose
assume a different form following the same restrictions and whose challenge rating is equal to or less than the target’s (or
rules for the original form, with one exception: if your new its level, if the target doesn’t have a challenge rating). The
form has more hit points than your current one, your hit target’s game statistics, including mental ability scores, are
points remain at their current value. replaced by the statistics of the new form. It retains its
alignment and personality.
#95 Mass Polymorph The target assumes the hit points of its new form, and
9th-level Transmutation [Kaidō] when it reverts to its normal form, the creature returns to the
Casting Time: 1 action number of hit points it had before it transformed. If it reverts
Range: 120 feet as a result of dropping to 0 hit points, any excess damage
Components: V, S, M (a caterpillar cacoon) carries over to its normal form. As long as the excess damage
Duration: Concentration, up to 1 hour doesn’t reduce the creature’s normal form to 0 hit points, it
Incantation: Words isn’t knocked unconscious.
You transform up to ten creatures of your choice that you can The creature is limited in the actions it can perform by the
see within range. An unwilling target must succeed on a nature of its new form, and it can’t speak, cast spells, or take
Wisdom saving throw to resist the transformation. An any other action that requires hands or speech, unless its
unwilling shapechanger automatically succeeds on the save. new form is capable of such actions.
Each target assumes a beast form of your choice, and you The target’s gear melds into the new form. The creature
can choose the same form or different ones for each target. can’t activate, use, wield, or otherwise benefit from any of its
The new form can be any beast you have seen whose equipment.
challenge rating is equal to or less than the target’s (or half Object into Creature. You can turn an object into any kind
the target’s level, if the target doesn’t have a challenge rating). of creature, as long as the creature’s size is no larger than the
The target’s game statistics, including mental ability scores, object’s size and the creature’s challenge rating is 9 or lower.
are replaced by the statistics of the chosen beast, but the The creature is friendly to you and your companions. It acts
target retains its hit points, alignment, and personality. on each of your turns. You decide what action it takes and
Each target gains a number of temporary hit points equal how it moves. The GM has the creature’s statistics and
to the hit points of its new form. These temporary hit points resolves all of its actions and movement.
can’t be replaced by temporary hit points from another If the spell becomes permanent, you no longer control the
source. A target reverts to its normal form when it has no creature. It might remain friendly to you, depending on how
more temporary hit points or it dies. If the spell ends before you have treated it.
then, the creature loses all its temporary hit points and Creature into Object. If you turn a creature into an object, it
reverts to its normal form. transforms along with whatever it is wearing and carrying
The creature is limited in the actions it can perform by the into that form, as long as the object’s size is no larger than
nature of its new form. It can’t speak, cast spells, or do the creature’s size. The creature’s statistics become those of
anything else that requires hands or speech. the object, and the creature has no memory of time spent in
The target’s gear melds into the new form. The target can’t this form, after the spell ends and it returns to its normal
activate, use, wield, or otherwise benefit from any of its form.
equipment. #97 Astral Projection
#96 True Polymorph 9th-level Necromancy [Kaidō]
9th-level Transmutation [Kaidō] Casting Time: 1 hour
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (for each creature you affect with this
Components: V, S, M (a drop of mercury, a dollop of gum spell, you must provide one jacinth worth at least 1,000 hp
arabic, and a wisp of smoke) and one ornately carved bar of silver worth at least 100 gp,
Duration: Concentration, up to 1 hour all of which the spell consumes)
Incantation: Words Duration: Special
Incantation: Words
Choose one creature or nonmagical object that you can see You and up to eight willing creatures within range project
within range. You transform the creature into a different your astral bodies into the Astral Plane (the spell fails and the
creature, the creature into a nonmagical object, or the casting is wasted if you are already on that plane).

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The material body you leave behind is unconscious and in a Casting Time: 1 hour
state of suspended animation; it doesn't need food or air and Range: Touch
doesn't age. Components: V, S, M (a sprinkle of holy water and diamonds
Your astral body resembles your mortal form in almost worth at least 25,000 gp, which the spell consumes)
every way, replicating your game statistics and possessions. Duration: Instantaneous
The principal difference is the addition of a silvery cord that Incantation: Words
extends from between your shoulder blades and trails behind You touch a creature that has been dead for no longer than
you, fading to invisibility after 1 foot. This cord is your tether 200 years and that died for any reason except old age. If the
to your material body. As long as the tether remains intact, creature's soul is free and willing, the creature is restored to
you can find your way home. If the cord is cut--something that life with all its hit points.
can happen only when an effect specifically states that it This spell closes all wounds, neutralizes any poison, cures
does--your soul and body are separated, killing you instantly. all diseases, and lifts any curses affecting the creature when
Your astral form can freely travel through the Astral Plane it died. The spell replaces damaged or missing organs and
and can pass through portals there leading to any other limbs. If the creature was undead, it is restored to its non-
plane. If you enter a new plane or return to the plane you undead form.
were on when casting this spell, your body and possessions The spell can even provide a new body if the original no
are transported along the silver cord, allowing you to re-enter longer exists, in which case you must speak the creature's
your body as you enter the new plane. Your astral form is a name. The creature then appears in an unoccupied space you
separate incarnation. Any damage or other effects that apply choose within 10 feet of you.
to it have no effect on your physical body, nor do they persist
when you return to it. Seret Kaidō #1 Eternal Freedom
The spell ends for you and your companions when you use 10th-level Abjuration [Kaidō]
your action to dismiss it. When the spell ends, the affected
creature returns to its physical body, and it awakens. Casting Time: 1 hour
The spell might also end early for you or one of your Range: Touch
companions. A successful dispel magic spell used against an Components: V, S
astral or physical body ends the spell for that creature. If a Duration: Until dispelled
creature's original body or its astral form drops to 0 hit Incantation: Words
points, the spell ends for that creature. If the spell ends and The subject becomes permanently immune to the following
the silver cord is intact, the cord pulls the creature's astral conditions , spells and effects:
form back to its body, ending its state of suspended Conditions. Grappled, paralyzed, petrified, restrained,
animation. stunned
If you are returned to your body prematurely, your Spells. Any spell that would restrict movement or actions,
companions remain in their astral forms and must find their such as Sai, Slow, Sleep, and Time Stop.
own way back to their bodies, usually by dropping to 0 hit
points. Seret Kaidō #2 Contingent Resurrection
10th-level Necromancy [Kaidō]
#98 Anathema
9th-level Enchantment [Kaidō] Casting Time: 1 hour
Range: Touch
Casting Time: 1 action Components: V, S, M (a sprinkle of holy water and diamonds
Range: 5 feet worth at least 25,000 gp, which the spell consumes)
Components: V, S Duration: Until dispelled
Duration: Special Incantation: Words
Incantation: Words Contingent resurrection returns the subject to life if they are
You can attempt to pierce the Saketsu and Hakusui of a slain. Once cast, the spell remains quiescent and does not
creature and seal their spiritual power. You make a melee activate until the trigger conditions have been met (but each
spell attack against a creature you can see within range. On a day it remains untriggered, it uses up spell points, even if the
success the target takes 14d6 necrotic damage and loses character cast it on another creature). Once triggered, the
access to any magical abilities or effects it has such as spell is expended. If the subject is killed (the trigger), they are
spellcasting, class abilities and magical racial abilities. restored to life and complete health 1 minute later, so long as
If this spell is cast on a Mod soul and they must make a even a tiny bit of dust remains for contingent resurrection to
Constitution saving throw, on a failure their pill form breaks act upon. A shaft of light shines down from the heavens,
and they are slain. illuminating the subject and everything within 20 feet. The
This spell does not affect Hollows or Constructs. creature is restored to full hit points, vigor, and health.
At the beginning of each day, the target can make a However, the subject loses 1 point of Constitution if the
Constitution saving throw and continue to make saving subject was 1st level or had 5 or less hit dice. Contingent
throws until they either succeed three times or fail three resurrection does not work on a creature that has died of old
times, whichever comes first. On a third failure, the creature age.
dies.
#99 True Resurrection
9th-level Necromancy [Kaidō]
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Seret Kaidō #3 Wish The stress of casting this spell to produce any effect other
10th-level Conjuration [Kaidō] than duplicating another spell weakens you. After enduring
that stress, each time you cast a spell until you finish a long
Casting Time: 1 action rest, you take 1d10 necrotic damage per level of that spell.
Range: Self This damage can't be reduced or prevented in any way. In
Components: V addition, your Strength drops to 3, if it isn't 3 or lower
Duration: Instantaneous already, for 2d4 days. For each of those days that you spend
Incantation: Words resting and doing nothing more than light activity, your
Wish is the mightiest spell a mortal creature can cast. By remaining recovery time decreases by 2 days. Finally, there is
simply speaking aloud, you can alter the very foundations of a 33 percent chance that you are unable to cast wish ever
reality in accord with your desires. again if you suffer this stress.
The basic use of this spell is to duplicate any other spell of
8th level or lower. You don't need to meet any requirements in
that spell, including costly components. The spell simply
takes effect.
Alternatively, you can create one of the following effects of
your choice:
You create one object of up to 25,000 gp in value that isn't
a magic item. The object can be no more than 300 feet in
any dimension, and it appears in an unoccupied space you
can see on the ground.
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.
You grant up to ten creatures that you can see resistance
to a damage type you choose.
You grant up to ten creatures you can see immunity to a
single spell or other magical effect for 8 hours. For
instance, you could make yourself and all your
companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any
roll made within the last round (including your last turn).
Reality reshapes itself to accommodate the new result.
For example, a wish spell could undo an opponent's
successful save, a foe's critical hit, or a friend's failed save.
You can force the reroll to be made with advantage or
disadvantage, and you can choose whether to use the
reroll or the original roll.
You might be able to achieve something beyond the scope
of the above examples. State your wish to the GM as
precisely as possible. The GM has great latitude in ruling
what occurs in such an instance; the greater the wish, the
greater the likelihood that something goes wrong. This spell
might simply fail, the effect you desire might only be partly
achieved, or you might suffer some unforeseen consequence
as a result of how you worded the wish. For example, wishing
that a villain were dead might propel you forward in time to a
period when that villain is no longer alive, effectively
removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you
to the presence of the item's current owner.

206
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Human Spell List
Cantrips (0 Level) 3rd Level 6th Level 9th Level
Cantrip A Spell A Spell A Spell A
Cantrip B Spell B Spell B Spell B
Cantrip C Spell C Spell C Spell C

1st Level 4th Level 7th Level


Spell A Spell A Spell A
Spell B Spell B Spell B
Spell C Spell C Spell C

2nd Level 5th Level 8th Level


Spell A Spell A Spell A
Spell B Spell B Spell B
Spell C Spell C Spell C

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Quincy Spell List
Cantrips (0 Level) 3rd Level 6th Level 9th Level
Cantrip A Spell A Spell A Spell A
Cantrip B Spell B Spell B Spell B
Cantrip C Spell C Spell C Spell C

1st Level 4th Level 7th Level


Spell A Spell A Spell A
Spell B Spell B Spell B
Spell C Spell C Spell C

2nd Level 5th Level 8th Level


Spell A Spell A Spell A
Spell B Spell B Spell B
Spell C Spell C Spell C

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