Fullbringer (5e Class)

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Fullbringer

Fullbringers are an odd group, being born with the destructive power of a Soul Reapers, the undead nature on an Espada, and the humanity of a Quincy due to one of their parents' personal encounter with a Hollow, a powerful form of undead. With this bizarre ability, they are able to pull on the minute souls of objects to assist them. Through forming a bond with one object, they are able to take this ability to the extreme.

Creating a Fullbringer


Quick Build

You can make a Fullbringer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Athlete background. Third, choose the shortsword and explorer's pack equipment options.

Class Features

As a Fullbringer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Fullbringer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fullbringer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

Table: The Fullbringer

LevelProficiency
Bonus
FeaturesReiryoku Points
1st+2Reiryoku, Durability4+con
2nd+2Fullbringer Reiryoku8+con
3rd+2Physical Pull12+con
4th+2Ability Score Improvement16+con
5th+3Fullbring20+con
6th+3Durability improvement24+con
7th+3Extra Attack28+con
8th+3Ability Score Improvement32+con
9th+4Durability improvement36+con
10th+4Fullbring feature40+con
11th+4Extra Attack44+con
12th+4Ability Score Improvement48+con
13th+5Durability improvement52+con
14th+5Telekinesis56+con
15th+5Fullbring feature60+con
16th+5Ability Score Improvement64+con
17th+6Extra Attack68+con
18th+672+con
19th+6Ability Score Improvement76+con
20th+6Fullbring feature80+con

Reiryoku

Reiryoku (霊力, Spiritual Power) is a power aligned with the spiritual sensitivity and willpower of the user. It is used by Shinigami, Espada, Quincy, and other spiritual beings to provide power for their various abilities.

Beginning at 1st level, you have a number of Reiryoku points equal to the number listed in the Reiryoku Points column of the Quincy class table + your Constitution modifier. You regain all expended Reiryoku points when you finish a long rest. If your Reiryoku points reach a count of 0, you have Disadvantage on all saving throws, excluding death saving throws, until you regain at least 1 Reiryoku point. If you already have Reiryoku from another class, such as from the Espada class, or Reishi from the Soul Reaper class, you may add these Reiryoku points to that pool instead, and any features that use Reiryoku may use the other point pool as well.

Some of your Reiryoku features require your target to make a saving throw to resist the feature's effects, or you to make a spell attack. Constitution is your ability modifier for these features. The saving throw DC and spell attack bonus are calculated as follows:

Reiryoku save DC= 8 + your proficiency bonus + your Constitution modifier.

Reiryoku attack modifier= your proficiency bonus + your Constitution modifier

Durability

At 1st level, you've trained your endurance significantly to be able to keep up with your competition. While you are wearing no armor or shield and have at least 1 Reiryoku point, your AC is equal to 10 + your Constitution modifier + your Strength modifier. At 6th level, your gains a +1 AC bonus, at 9th level this bonus increases to +2, and at 13th this bonus increases to +3.

Fullbringer Martial Arts

At 2nd level, you gain the following:

Flurry of Blows - Immediately after you take the Attack action on your turn, you can spend 3 Reiryoku points to make two unarmed strikes as a bonus action.
Perfect Dodge - You can spend 3 Reiryoku points to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
Stand Ground - You can spend 3 Reiryoku points to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
Exchange Blows - When you are attacked, you can spend 6 Reiryoku points as a reaction to make an unarmed attack.
Fullbringer Jump - You may spend 3 Reiryoku points and use a bonus action to make a jump kick at an enemy 30 feet or less away, making one melee weapon attack.
Fullbringer Surge - You may spends 30 Reiryoku points to push your body to the limit as a bonus action, granting you another action on the same turn.
Fullbringer Dash - You may spend 6 Reiryoku points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.

Physical Pull

At 3rd level, you are able to pull on the soul of ambient objects. While you have at least 1 Reiryoku point, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid. You may spend 1 Reiryoku point to gain a flying speed equal to your movement speed for 1 minute or until you run out of Reiryoku.

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.

Fullbring

At 5th level, you chose an object to bind your Fullbring to. Choose between the Arms, Badge, Bookmark, Brass Knuckle, and Boots, all detailed at the end of the class description. Your choice grants you additional features at 10th level, and again at 15th and 20th level. You are proficient in any weapons gained by your Fullbring.

Extra Attack

Starting at 7th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 11th(2), and 17th(3) level.

Telekinesis

At 14th level, you can pull on the souls of larger objects as at will. As an action for 4 Reiryoku, you may impose one of the following on a creature within 60 ft.:

  • You can try to move a Huge or smaller creature. Make a Strength saving throw contested by the creature's Strength saving throw. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this feature. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
  • You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this feature.

If the object is worn or carried by a creature, you must make a Strength saving throw contested by the creature's Strength saving throw. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this feature.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.


Arms

You have taken such great pride in the strength of your two arms that you have formed a spiritual bond with the very atoms they are made of.

Brazo Derecha de Gigante (Right Arm of the Giant

At 5th level, you can transform the skin of your right arm into sturdy fortifications. As an action for 2 Reiryoku, you gain a +1 bonus to your AC, your right arm becomes a light melee weapon that deals 1d6 + your Strength modifier bludgeoning damage, and you may gain +2 additional AC until the beginning of your next turn as an action. You must spend 3 Reiryoku at the end of each of your turns to maintain this feature.

El Directo (The Direct/One Strike of the Giant

At 10th level, while Brazo Derecha de Gigante is active, you may produce car-exhaust-like flames made of spiritual energy from its shoulder, focusing it into an enhanced strike or blast of energy. As an action for 4 Reiryoku points, all creatures in a 100 feet long and 5 feet wide line must make a Dexterity saving throw. A creature takes 1d8 + your Strength modifier + your Fullbringer level radiant damage on a failed save, or half as much damage on a successful one. You may reduce this range to Brazo Derecha de Gigante's reach to make it deal twice as much damage.

Brazo Izquierda del Diablo (Left Arm of the Devil)

At 15th level, you can transform the skin of your left arm into a Hollow-like claw. As an action for 2 Reiryoku, you can not be restrained and your left arm becomes a light melee weapon that deals 1d12 + your Strength modifier slashing damage. You must spend 3 Reiryoku at the end of each of your turns to maintain this feature.

La Muerte (The Death/One Strike of the Demon)

At 20th level, while Brazo Izquierda del Diablo is active, you may produce disks of spiritual energy from your fingertips that focus into one grand strike. As an action for 8 Reiryoku points, you make an attack with Brazo Izquierda del Diablo. On a hit, a creature takes 4d12 + your Strength modifier + your Fullbringer level necrotic damage. On a miss, they take half as much damage.

Badge

You took great pride in your work, so much so that your badge has become a spiritual focus and amplifier.

Tsuda

At 5th level, your Fullbring takes its first form, a large tsuba, the hand guard of a Japanese sword. As a bonus action for 1 Reiryoku, your badge Fullbring acts as a large shield. While it is being wielded in one hand, it grants you +2 AC which does not hamper any form of unarmored defense, and counts as a light simple melee weapon that deals 1d4 + your Strength modifier bludgeoning damage. This effect ends if you drop it or if you fail to spend 1 Reiryoku at the end of each of your turns.

Clad

At 10th level, your Fullbring evolves to a new level. As a bonus action while Tsuba is active for 1 Reiryoku, your badge Fullbring's energy covers your entire body and your weapon covers your arm. It now deals 2d6 + your Strength modifier slashing damage, gains the reach and two-handed properties, and you can not be disarmed of it. This effect ends if you drop it or if you fail to spend 1 Reiryoku at the end of each of your turns.

Armor Clad

At 15th level, as a bonus action while Clad or Tsuba is active for 2 Reiryoku, your badge Fullbring's energy hardens into white armor, with the blade solidifying into a machete-like shape. It loses the two-handed property and you can be disarmed of it again, this effect does not end if you drop the weapon, and you gain +15 ft. of movement speed. This effect ends if you drop it or if you fail to spend 2 Reiryoku at the end of each of your turns.

Fullbringer Getsuga Tensho

At 20th level, while in Armor Clad, you can spoof the effects of a Soul Reaper's power. As an action, you may spend 35 Reiryoku to release energy from your blade in a sweep. Each creature in a 200-foot cone originating from you must make a Dexterity saving throw. A target takes 12d10 + your Strength modifier force damage on a failed save, or half as much on a successful one. If you have Gran Rey Cero, you may use both features on the same action.

Bookmark

You take the term "bookish" to a whole new level, forming a spiritual bond with a bookmark.

Book of the End

At 5th level, you can transform your bookmark Fullbring into a sword. It is a one-handed finesse weapon which deals 1d12 slashing damage. It counts as magical for the purposes of overcoming resistances, and can cut through any non-magical object.

Insert Presence

At 10th level, you can insert your blade into a creature to modify their history. On a successful attack with your bookmark, you can forgo damage to modify any aspect of their memories that you know of for 30 Reiryoku. This effect ends if you use this feature on the same creature, if they recognize that their memories are not inline with reality, or if you die.

Earthly Memories

At 15th level, as an action for 5 Reiryoku, you can modify the memories of an inanimate object by piercing it with your sword. You can transform any non-magical object into any other similarly-sized non-magical object, and you may transform any amount of the ground around you within 15 ft. into difficult terrain.

Memory Reading

At 20th level, when you modify a creatures memories, you may spend 20 additional Reiryoku to memorize the entirety of how they fight. You gain advantage on any saving throws they impose, their attacks against you have disadvantage, and your attacks against them have advantage for 24 hours.

Brass Knuckle

With your favorite brass knuckle, you're able to get a five-finger discount on reality itself.

Jackpot

At 5th level, your brass knuckle Fullbring can manipulate the probability of "hitting a jackpot. As a bonus action for 1 Reiryoku, your critical hit range increases by 4 (i.e. 20 becomes 15-20) with your brass knuckle. On a critical hit, this range decreases by 1 on consecutive attacks on the same creature or object.

Enhanced Jackpot

At 10th level and again at 15th level, on a critical hit with your brass knuckle Fullbring, the effects of the critical hit are doubled (i.e. you roll 2 additional die instead of 1 if using traditional rules, roll twice on a critical hit table if using one).

Maximized Diminishing Returns

At 20th level, your critical hit range starts at 1-20 with your brass knuckle Fullbring.

Hairpin

Created by the fusion of your soul and that of a simple hairpin, you are able to summon various spirits temporarily to assist.

Ayame & Baigon

At 5th level, you may summon your first two spirits from your hairpin Fullbring. As an action for 4 Reiryoku, one creature within 15 ft. gains one of the following:

  • +4 hit points.
  • +2 AC until the beginning of your next turn.
Hingaku & Lily

At 10th level, you can summon your Fullbring's primary defensive spirits. As a reaction for 6 Reiryoku, one creature within 15 ft. gains one of the following:

  • Advantage on 1 Dexterity saving throw
  • Advantage on 1 Strength or Constitution saving throw.
Shun'ō & Tsubaki

At 15th level, you can summon your Fullbring's most powerful spirits. As a bonus action for 8 Reiryoku, one creature within 15 ft. gains one of the following:

  • +6 hit points.
  • You make an attack roll using your Wisdom modifier dealing 3d10 + your Wisdom modifier radiant damage.
Shun Shun Rika

At 20th level, you may use the powers of any of your spirits (as listed in the bullet points) without using any form of action.

Hōgyoku

The Hōgyoku is an orb of spiritual power capable of manifesting a creature's desires, most often in the conversion from Hollow to Soul Reaper or vice-versa. By fusing with it, it slowly delves into your heart, restructuring your body to match.

Design Note: For those concerned with this being a Fullbringer subclass, there's really nowhere else to put it. It has also been significantly nerfed, because regenerating from 30d10 + 10 damage instantly would be far too powerful.

Fusion

At 5th level, the Hōgyoku implants itself just under your sternum. As a bonus action for 3 Reiryoku, you gain the following as you awaken its power:

  • +2 Strength and Dexterity. This may increase these scores above 20.
  • You regain 3 hit points at the beginning of each of your turns.
  • You must spend 3 Reiryoku at the end of each of your turns.
Chrysalis

At 10th level, the Hōgyoku further develops. As a bonus action for 3 Reiryoku while Fusion is active, you gain the following:

  • You may ignore exhaustion up to and including 5 levels.
  • Your movement speed increases by 10 ft.
  • You regain 3 additional hit points at the beginning of each of your turns.
  • You must spend 3 additional Reiryoku at the end of each of your turns.
Winged

At 15th level, the Hōgyoku further develops. As a bonus action for 3 Reiryoku while Chrysalis is active, you gain the following:

  • +2 Strength and Dexterity. This may increase these scores above 20.
  • You may instantaneously teleport to any location you can see within 120 ft. This movement does not incur attacks of opportunity.
  • You regain 3 additional hit points at the beginning of each of your turns.
  • You must spend 3 additional Reiryoku at the end of each of your turns.
Ultrafragor

At 15th level, your winged form gains Hollow-like skulls at the end of its distinctive wings. As an action for 3 Reiryoku while Winged is active, you fire a blast of purple energy. Every creature in a 15 ft. radius of a point within 120 ft. of you must succeed a Constitution saving throw or take 4d4 + your Constitution modifier force damage. You may do this up to 6 times on the same action.

Final Fullbring

The Final Fullbring feature can only be taught to a player by gaining access to your Fullbring's full powers by forming an incredibly strong bond. As an action, regardless of your level, you gain all of this class's features, not including those of subclasses you have not taken, for 1 minute, and you regain 20 Reiryoku and hit points at the end of each of your turns. At the end of this duration, your Fullbring's soul dwindles to an ember and you lose all features from this class. Your hit points and character level are uneffected. To begin regaining your previous features, you must reduce yourself to 0 hit points as an action. This action can only be done while you are missing your Fullbring. If you do not die, you can regain your previous features by gaining half as many experience points as it took to originally gain the level you gained the feature at (or through smaller milestones for milestone leveling), and you may change which subclass you chose.

Multiclassing

Prerequisites. To qualify for multiclassing into the Fullbringer class, you must meet these prerequisites: 15 Strength, 15 Constitution, 12 Wisdom.

Proficiencies. When you multiclass into the Fullbringer class, you gain the following proficiencies: Athletics.

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