Bleach: Lowki 559 world illustration - Fantasy theme
Fantasy

Bleach: Lowki 559

L
Lowki559

A Bleach campaign where Quincy, Shinigami, and Hollows clash, with new threats from Heiligstadt.


Author's Note: **“If a canon Bleach character shows up solo, give them purpose. Tie them to the world—hidden goals, spiritual balance, or old pacts. Don’t drop them in—place them.” – Lowki559 Power Scaling To face elite foes like Captains or Espada, players must grow. Focus on story-driven power ups: Shikai → Bankai Schrift awakenings (Quincy) Hollow masks/Resurrección Spiritual artifacts & mutations Items Reflect Race/Class Enhancements Examples: Reiryoku cloaks Hollow bone charms Seele Schneider upgrades Custom Zanpakutōs Spiritual Powers = Techniques/Spells Bankai = Ultimate Technique Schrift = Subclass Spell (limited use) Resurrección = Battle form Fullbrings = Soul-bound gear Unlock through duels, trials, or story events. Realm Guidelines Soul Society: Structured, political—ideal for formal arcs or inner conflict. Hueco Mundo: Wild, eerie, and open. Use Hollow dynasties, cursed zones, or rogue Vasto Lords. Heiligstadt (Reverse Germany): A divine, crystalline Quincy capital. Militaristic, orderly. Every citizen is combat-trained. Think "Holy Rome in the sky." Let the world react. If players use Bankai in a populated area, Soul Society should notice. If a Quincy awakens a forbidden Schrift, Heiligstadt will act. NPCs are not passive. Let them grow, betray, evolve, and intervene. If a lieutenant survives an Espada fight, give them scars—and ambition. Make your realms feel lived in. Ghost vendors, Reishi-powered trains, Hollow gangs, Quincy libraries—immerse with daily life, then rip it away when war hits.
Played4 times
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Created
6 days ago
Last Updated
1 days ago
VisibilityPublic
Graveglare
1

Graveglare

School: Enchantment / Necromancy Casting Time: 1 bonus action Duration: Instantaneous Geo locks eyes with a target, his mask splitting ever so slightly to reveal a hollowed maw behind glowing eyes filled with ancient grief. The spiritual pressure around him grows heavy as his stare pierces through the soul, overwhelming the target’s mind with the despair of countless dying moments and forgotten screams. Effect: Choose one creature you can see within range. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma modifier) or take 2d8 psychic damage. On a success, they take half damage. If the target is frightened or already affected by a condition (charmed, stunned, paralyzed, etc.), they roll their saving throw with disadvantage. This damage increases to 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.

Whispers of the Forgotten
0

Whispers of the Forgotten

Even when still, Geo exudes spiritual residue — faint, sorrowful echoes of the soul he once was. These whispers ripple out through the ground like distant thunder, unnoticed by most, but potent for those attuned to spiritual energy. With a mere focus of will, Geo can listen to the land or feel the lingering presence of others, allowing him to subtly interact with the world around him. Effect (Narrative or Mechanics): Once per round (no action required), Geo may: Detect the presence of souls (living or spiritual) within 60 ft, even through walls or cover. Identify if an area has seen death, trauma, or spiritual conflict recently. Leave a faint, lingering “hunt-mark” on any creature he wounds (non-magical). These marks whisper softly to him, allowing him to unerringly track the marked creature for 1 hour, even across dimensions, unless magically hidden.

Hunter's Veil
0

Hunter's Veil

Geo becomes eerily still, lowering to the ground as mist coils inward around him. For 1 round, he becomes invisible to lower-level sensors and recovers 3d8 hit points. Additionally, he can track any creature he has previously fought within a 1-mile radius for 1 hour, sensing their spiritual trails.

Seismic Shockwave
1

Seismic Shockwave

Geo rears back and slams his clawed limbs and mask into the ground, releasing a seismic shockwave. All enemies within a 30-foot radius must make a Constitution saving throw or be knocked prone, deafened for 1 round, and take 1d8 force damage. The terrain becomes difficult as the ground cracks, hindering stealth and ranged attacks in the area for one round due to overwhelming presence and dust.

Haunting Impalement
0

Haunting Impalement

Geo's obsidian tusks glint with otherworldly light as he charges an enemy. Upon impalement, he holds them aloft, forcing the target to witness flashes of Giovanni's tragic past, causing an overload of sorrow that fractures their mind. On a successful melee strike, the target takes 1d10 piercing damage. Geo may then force the target to make a Wisdom saving throw. On a failure, the target is stunned for 1 turn and takes an additional 2d6 psychic damage, haunted by fragments of Giovanni's soul.

Bankai: Sōō Zabimaru
5

Bankai: Sōō Zabimaru

Unleash the true form of your spirit weapon, transforming into a compact yet powerful gauntlet resembling a snake's skull. This spell allows you to extend a blade from the snake's mouth, dealing slashing damage, or use the gauntlet to bludgeon foes, dealing bludgeoning damage. While active, your aura radiates golden energy, enhancing your combat prowess and intimidating your enemies.

Higa Zekkō
1

Higa Zekkō

Renji channels his spiritual energy to levitate the broken segments of Zabimaru, unleashing a powerful omni-directional attack. This technique, while devastating, causes damage to Zabimaru and leaves Renji vulnerable after its use.

Spinning Gourd Spiral
1

Spinning Gourd Spiral

The caster performs a series of rapid somersaults, creating a whirlwind of motion that confuses enemies and deals damage. The final sweep with the blade delivers a powerful strike, sending foes reeling.

Drunken Echo
0

Drunken Echo

The caster adopts a seemingly unsteady stance, inviting attacks to slip past them. In this moment of feigned vulnerability, they gain insight into their opponent's movements, granting them a true strike on their next attack.

Zanshiki Ryu: The Sake-Forged Blade Style
1

Zanshiki Ryu: The Sake-Forged Blade Style

The Zanshiki Ryu is an unorthodox sword style that transforms the user's body into a weapon, utilizing a mouth-held Asauchi to execute unpredictable and chaotic movements. This technique combines acrobatic spins, headbutts, and grappling to disorient foes, making every seemingly sloppy action part of a calculated rhythm designed to catch enemies off guard.

Sonído
2

Sonído

You momentarily shift your position in a blur of speed, allowing you to evade attacks or reposition yourself in combat. This technique grants you the ability to move up to 60 feet in any direction as a bonus action, leaving behind a faint echo of your presence that confuses enemies. adds 40 speed for 1 turn

Cero
4

Cero

Unleash a powerful beam of energy that deals devastating damage to a single target. This attack is favored by powerful beings, leaving a trail of destruction in its wake.

Almost a Cero
1

Almost a Cero

Unleash a barely holding concentrated blast of energy that deals decent damage to a single target. The energy manifests as a dark, swirling orb that explodes on impact, causing additional area damage to nearby foes.

Mugen no Tatsumaki
3

Mugen no Tatsumaki

Bankai Move Bankai: Tengokuzan Arashiō (天獄斬・嵐王) – "Heaven-Prison Severing King: Storm Emperor" Move: Mugen no Tatsumaki (無限の竜巻) – “Infinite Tornado” The user can summon an arena-sized vortex of slicing wind blades, continuously rotating and shredding everything within a set radius. The user remains untouched within the calm center (the eye).

Zankūkōdan (斬空光弾) – Sky-Cleaving Light Bullets
2

Zankūkōdan (斬空光弾) – Sky-Cleaving Light Bullets

Bankai Move Bankai: Tengokuzan Arashiō (天獄斬・嵐王) – "Heaven-Prison Severing King: Storm Emperor" Move: Zankūkōdan (斬空光弾) – “Sky-Cleaving Light Bullets” Condensed orbs of pressurized wind can be fired like bullets; when they explode, they scatter countless razor-sharp microblades in every direction, making dodging nearly impossible.

Kamikaze no Kyōen
3

Kamikaze no Kyōen

Bankai Move Bankai: Tengokuzan Arashiō (天獄斬・嵐王) – "Heaven-Prison Severing King: Storm Emperor" Move: Kamikaze no Kyōen (神風の狂宴) – “Divine Wind’s Frenzied Banquet” A one-time, ultimate burst where all blades home in from every direction simultaneously, forming a temporary tornado dome around the opponent that explodes outward in a storm strong enough to level landscapes.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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