Shinigami (5e Class)
Shinigami
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Just getting core mechanics up, will work on flavour text once its up and running
Creating a Shinigami
- Quick Build
You can make a Shinigami quickly by following these suggestions. First, Charisma should be your highest ability score as this will determine the effectiveness off most the Shinigami's class features at abilities. Secondly you should prioritise either Intelligence or Strength depending on if you want to focus on combat or spells.
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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shinigami level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Simple and Martial
Tools: None
Saving Throws: Intilligence, Charisma
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Religion, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial weapon or (b) a dagger and sling (20 bullets)
- Arcane Focus
- Leather armor
- (a) a Dungeoneer’s pack, or (b) an Explorer’s Pack
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Zanpakutō, Harvest, Profanity, Life for life,Consume Soul Feature | 2 | 2 | 1 | 1st | — |
2nd | +2 | Consume Soul Feature, Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Peer into the soul | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | Consume Soul Feature | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Soul Sight | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | — | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement, Consume Soul Feature | 3 | 9 | 2 | 4th | 4 |
9th | +4 | — | 3 | 10 | 2 | 5th | 5 |
10th | +4 | — | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Consume Soul Feature | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | — | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Consume Soul Feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | — | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Consume Soul Feature | 4 | 14 | 4 | 5th | 7 |
18th | +6 | — | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Consume Soul Feature | 4 | 15 | 4 | 5th | 8 |
Shinigami spells (Kidō)
A Shinigami will cast spells in a similar way to a warlock, but this ability is based off their Intelligence score
- Cantrips
You know two cantrips of your choice from the Shinigami spell list. You learn additional Shinigami cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shinigami table.
- Spell Slots
The Shinigami table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Shinigami spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Shinigami spell list.
The Spells Known column of the Shinigami table shows when you learn more Shinigami spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Shinigami spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Shinigami spells you know and replace it with another spell from the Shinigami spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Shinigami spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Shinigami spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Shinigami spells.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
- Agonizing Blast
Prerequisite: Soul blast cantrip
When you cast Soul blast, add your Charisma modifier to the damage it deals on a hit.
- Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
- Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
- Beast Speech
You can cast speak with animals at will, without expending a spell slot.
- Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
- Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
- Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a Shinigami spell slot. You can’t do so again until you finish a long rest.
- Souldful Sight
You can cast detect magic at will, without expending a spell slot.
- Soul Spear
Prerequisite: soul blast cantrip
When you cast Soul blast, its range is 300 feet.
- Eyes of the Rune Keeper
You can read all writing.
- Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
- Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
- Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
- Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
- Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.
- Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
- Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
- One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
- Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
- Repelling Blast
Prerequisite: Spear blast cantrip
When you hit a creature with Soul blast, you can push the creature up to 10 feet away from you in a straight line.
- Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a Shinigami spell slot. You can’t do so again until you finish a long rest.
- Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a Shinigami spell slot. You can’t do so again until you finish a long rest.
- Thief of Five Fates
You can cast bane once using a Shinigami spell slot. You can’t do so again until you finish a long rest.
- Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
- Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
- Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
- Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Zanpakutō
At 1st level, you learn a ritual that creates an unholy bond between you and one of your weapons. Choose one simple or martial weapon to become your Zanpakutō,
This ritual is performed over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, and to conclude the ritual you touch the weapon with your arcane focus. During this 1 hour ritual the weapon loses its original form taking the shape of a twisted looking version of what it once was, and when the arcane focus makes contact with the weapon, it is absorbed into the weapon. You can break the bond at any time but when you do, the weapon disintegrates into ashes with the arcane focus. If the weapon is magical then the weapon is undamaged and returns to its original form with the arcane focus next to it. You gain the following benefits with this weapon.
-As a bonus action you can dismiss the weapon into an extradimensional space or make it reappear in your hand
-If you make a unholy bond with a magical weapon, it gains additional necrotic damage equal to your Charisma modifier (minimum 1).
-The weapon becomes an arcane focus for you.
-If disarmed you may spend a bonus action to have the weapon to return to you
-Any damage to the weapon can be repaired by performing the ritual again
Harvest
Whenever a Shinigami delivers the killing blow to a sentient creature with their Zanpakutō they absorb that creatures soul, This ability does not work on unintelligent un-dead, constructs or a body where the soul has already left. The number of souls that can be held at any one time is equal to a Shinigami level plus their charisma bonus
- What happens if you exceed this amount?
It is possible to absorb more souls then the above table states, but doing so is not without its risks. To absorb each soul above the allowed amount a Shinigami must succeed a charisma saving throw, DC equal to 10 + the number of souls already absorbed, if the save is failed then they will suffer 1 point of temporary charisma damage and the soul is not absorbed, on a successful save the soul is absorbed and can be consumed as normal. This save must be retaken every hour per excess soul that a Shinigami attempts to hold onto, failure will still incur the 1 point of charisma damage and allows the soul to escape, success allows the Shinigami to hold the soul within themselves. A Shinigami will also count as having disadvantage on all Charisma based checks until the number of souls they hold within themselves returns to the number allowed for their level. Any charisma damage that is taken in this manner can be completely regained by a full days rest or at a rate of 1 per long rest.
Profanity
You know a number of profanities equal to your Charisma modifier (minimum 1), chosen from the list below. You can use an action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one, you can only benefit from one profanity at a time. Activating or changing a Profanity will require the Shinigami to Consume one soul. Maintaining a profanity requires your concentration (as though it were a spell), and the profanity will last until you deactivate it or you loss concentration.
- Grave Armor.
Gain plus 2 armor class when an enemy is within 30 feet of you.
- Aura of the Damned.
At the end of your turn any creature within 30 feet, must make a constitution saving throw or take 1d4 times your Shinigami level in necrotic damage.
- Deathwind.
When you or a creature within 30 feet of you takes fire, poison, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn.
- Etherfloat.
You, and your mount if you are riding it, hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly at a rate of 60 feet.
- Gravemist.
Undead creatures you choose within 30 feet of you are not vulnerable to radiant damage, and have advantage on saving throws made against turn dead attempts.
- Pale Horse.
You and and friendly creatures within 30 feet of you increase their speed by 10 feet, plus 5 feet times half your Shinigami level rounded up.
- Soulflay.
Creatures you choose within 30 feet of you have disadvantage on Constitution saving throws.
- Soulreaver.
When you or friendly creatures within 30 feet of you make a melee attack, they may use your Charisma modifier for the attack and damage rolls instead of their normal ability score.
- Terrorize.
If a creature moves to within 30 feet of you, you can use your reaction. The creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.
- Unholy Vigor.
You and friendly creatures within 30 feet of you, gain temporary hit points equal to your Shinigami level for 1 minute every time you roll initiative.
Life for life
Beginning at level 1 if you kill a sentient creature with your Zanpakutō you may choose to immediately consume the soul to regain a number of hit points, equal to your Charisma modifier + your Shinigami level (minimum of 1). If you are already at maximum health then these are gained as temporary hit points.
Consume Soul
Starting at level 1 a Shinigami is able to use the souls of their fallen foes to empower themselves in many different ways as they increase in power. this ability will grant new features at when you reach level 2, and then every 3rd level after Please refer to the information below to see what abilities are gained as you advance
Level | Abilities |
---|---|
1 | Energize |
2 | Soul Fire |
5 | First Level Flash Step |
8 | First Bankai |
11 | Something |
14 | Secondary Bankai |
17 | Second Level Flash Step |
20 | Human-like form Bankai |
Ability Score Increase
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.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your archetype.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the Shinigami class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma.
Proficiencies. When you multiclass into the Shinigami class, you gain the following proficiencies:Light armor, simple weapons, longswords, rapiers, scimitars, shortswords, firearms and explosives
- please note that this class has taken sample text from other pages on this Wiki and I cannot take full credit for the creation of this class
- I have combined a few features from some of the existing entries, added a few of my own and tried to balance them out to make a new class that isn't too OP if you have feedback please let me know
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