Fullbringer (Bleach Supplement)

Fullbringer

Fullbringers are a unique breed of spiritually-aware human, having picked up traces of a Hollow's power in utero when their mother was attacked by one. Fullbringers are extremely rare; few humans survive direct encounters with Hollows, much less while pregnant, and it's possible that a person with Fullbringer powers could simply never awaken their power.

Full Manifestation Artist

Fullbringers are able to use their spiritual awareness to manipulate the souls in their surroundings. All objects have souls, though these souls are much simpler than those of humans and generally lack the ability to form a will of their own. As a Fullbringer's connection with a certain object's soul grows, so too does their combined power. When this connection reaches a certain level, strong emotion resonates with their connected object, allowing them to awaken the full depths of their combined power as a Fullbring.

A creature may acquire their own Fullbringer power by dropping to 0 hit points from an attack by a Hollow while made of Kishi and having at least 5 Reiryoku and making a DC 30 Wisdom saving throw. On a success, they can multiclass into this class as they absorb a portion of the Hollow. On a failure, they are killed instantly and become a Hollow with the same CR as their level.

Creating a Fullbringer

As you build your Fullbringer, think about character’s background in regards to your Fullbringer powers: When did your powers manifest? Did this cause any problems? Were your parents also Fullbringers? Did you train alone or did another Fullbringer help you?

Quick Build

You can make a Fullbringer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the athlete background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Fullbringer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fullbringer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fullbringer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Wisdom
Skills: Choose any four

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Fullbringer

LevelProficiency
Bonus
Features
1st+2Fullbringer Reiryoku, Spiritual Awareness
2nd+2Reiatsu
3rd+2Spiritual Expertise
4th+2Ability Score Improvement
5th+3Enhanced Stamina
6th+3Bringer Light
7th+3Spiritual Expertise feature
8th+3Ability Score Improvement
9th+4Air Walk
10th+4Fullbring
11th+4Spiritual Expertise feature
12th+4Ability Score Improvement
13th+5Extra Attack
14th+5Resistant
15th+5Spiritual Expertise feature
16th+5Ability Score Improvement
17th+6Object Affinity
18th+6Spiritual Expertise feature
19th+6Ability Score Improvement
20th+6Evolved Fullbring
Level Proficiency Features
21st+7Fullbring Transfer
22nd+7Beyond Mortal
23rd+7Spiritual Expertise feature
24th+7Ability Score Improvement
25th+8Honed Body and Mind
26th+8Bringer Light improvement
27th+8Spiritual Expertise feature
28th+8Ability Score Improvement
29th+9Reiatsu improvement
30th+9True Fullbring
31st+9Spiritual Expertise feature
32nd+9Ability Score Improvement
33rd+10Extra Attack (2)
34th+10Resistant (2)
35th+10Spiritual Expertise feature
36th+10Ability Score Improvement
37th+11Fullbring Transfer improvement
38th+11Spiritual Expertise feature
39th+11Ability Score Improvement
40th+11Beyond Fullbring

Fullbringer Reiryoku

At 1st level, you gain the power of a Fullbringer. You have a number of Reiryoku points equal to your level in this class, and all Reiryoku from this class is regained at the end of a short rest. You can only spend Reiryoku from this class and use this class's features while you are not a soul.

Some of your Fullbringer features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Fullbringer effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Fullbringer attack modifier = your proficiency bonus + Wisdom modifier

Certain features from this class require the player to create the benefits of a feature. You may instead choose a Fullbring example, or use said examples to gain a grasp of the general power such a feature should wield.

Spiritual Awareness

At 1st level, while you have at least 1 Reiryoku, you can sense and interact with souls normally.

Reiatsu

At 2nd level, you begin emitting spiritual pressure exceeding that of a normal soul. You may spend 1 Reiryoku at the beginning of your turn to release your Reiatsu until the beginning of your next turn, learning the direction from you of each creature within 30 feet and each of their proficiency bonuses, and if a creature's proficiency bonus is half your own or lower they take bludgeoning damage equal to your level.

At 29th level, the range this feature targets is doubled.

Spiritual Expertise

At 3rd level, you chose a field in which to hone your spirit. Choose one Spiritual Expertise. Your choice grants you features at 7rd level, and again at 11th, 15th, 18th, 23rd, 27th, 32st, 35th, and 38th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 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 using this feature.

When you reach 24th level, and again at 28th level, you can increase your ability scores by a total of 3 points to a maximum of 30. When you reach 32nd level, and again at 36th and 39th level, you can increase your ability scores by a total of 4 points to a maximum of 40.

Enhanced Stamina

At 5th level, you have trained your physical body to keep up with your spiritual body, allowing you to use your Fullbringer power to a fuller extent. Your Fullbringer Reiryoku maximum increases by your Constitution modifier.

Bringer Light

At 6th level, as an action for 1 Reiryoku, you may pull at the souls in the air around you, turning them elastic and launching you with a burst of green light. Until the end of your turn, your walking speed increases by 5 times half your proficiency bonus feet, and you gain a bonus to your AC, Strength and Dexterity saving throws, and melee attack and damage rolls equal to your proficiency bonus until the end of your turn.

At 26th level, you may use this feature as a bonus action for 3 Reiryoku.

Air Walk

At 9th level, while Bringer Light is active, you can walk in any direction, including straight up, and can stand without solid ground beneath you.

Fullbring

At 10th level, as an action, you may infuse raw emotion into an object that you feel strongly about. All Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Extra Attack

At 13th level, you may attack twice instead of once when you take the Attack action. This increases to three attacks at 33rd level.

Resistant

At 14th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You may choose a second of the above effects at 34th level.

Object Affinity

At 17th level, as a bonus action for 1 Reiryoku, you may pull on the soul material of objects around you to manipulate them, moving any objects within a number of feet equal to 5 times your Constitution modifier an equal number of feet. You may manipulate a total number of pounds equal to your proficiency bonus on each turn you use this feature. If a manipulated object is being held or worn by a creature, they may attempt an Athletics check against your Fullbringer save DC. On a success, the object is not manipulated but counts against the total number of pounds you can manipulate that round.

Evolved Fullbring

At 20th level, as an action while Fullbring is active, you may evolve it to a higher form. All Evolved Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Fullbring Transfer

At 21st level, you have enough mastery over your Fullbring to temporarily grant it to another creature. As an action for 1 Reiryoku, you may grant a creature you are touching the effects of your Fullbring, and you can not activate your Fullbring or grant it to another creature until they end this effect, and you may grant this effect any conditions that you could inflict on your own usage of it (i.e. it automatically ends after 1 minute, its effects can not target a certain creature). This does not grant the creature use of Evolved Fullbring or True Fullbring.

At 37th level, you may spend 2 additional Reiryoku when you use this feature to allow the target to use your Evolved Fullbring, and 3 additional Reiryoku after to allow the target to use your True Fullbring.

Beyond Mortal

At 22nd level, you may add half your proficiency bonus to any saving throws you are not proficient in.

Honed Body and Mind

At 25th level, your health is unrivaled by any but those on your tier of power and the immortal. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

True Fullbring

At 30th level, as an action while Evolved Fullbring is active, you may awaken the true nature of your Fullbringer power. All True Fullbrings have their own unique special ability, work along side your DM to decide this ability based on your character's history.

Beyond Fullbring

At 40th level, when you activate your Fullbring, you may spend 10 Reiryoku to immediately gain the benefits of Evolved Fullbring and True Fullbring. When your Fullbring is activated in this way, you do not need to spend Reiryoku to maintain your Fullbring until you lose concentration.

Multiclassing

Prerequisites. To qualify for multiclassing into the Fullbringer class, you must meet these prerequisites: Constitution 14, acquired Fullbringer powers.

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