Upon acquiring this feat, the user unlocks their potential, allowing them to access Bankai. The user rolls a d20 and receives the following buffs when they activate their Bankai. They also come with an ability, creating more distinct differences between rolls. This number cannot be changed or rerolled in any way and Its stat boosts and element are predetermined. However, what abilities you decide to create using those buffs are completely up to you. You will need those abilities approved by your DM for integration in your campaign, but everything else is up to you. The stat boost revolve around 4 stats: Melee, Magic, Speed, and HP. Melee is an increase in damage dealt with physical attack, while Magic is an increase in damage dealt with Magic attacks. Your Bankai abilities can either be considered Physical or Magical depending on the attack. It is for you to decide what damage type you want from your attacks. Next, Speed is an increase to your movement per turn; The higher the boost, the more movement you have. Finally, HP is an increase to your Hit Points, which makes you tankier while in Bankai. Round to the closest whole number when calculating the new amounts gained from your passive stat boost. In order to activate Bankai, the user must have been experienced at least 10 turns of combat that day before activating or must be below 50% of their maximum HP. The form must be activated in order to gain the benefits and abilities available during Bankai, as it is a transformation with powers only available during its duration. Abilities bypass this limitation, and work with or without Bankai active. Passive abilities are always active, while Active abilities must be used for them to be activated. Bankai can be activated once per day, and the duration depends on the level of the user. At level 12, it lasts for 5 turns; it increases 1 turn per level after 12, up to 12 turns at level 20.
1: 5% more Melee, Magic, HP, and speed, Obtain Pitiful ability (Active: reroll dice roll if failed. Can only be used 3 times per day.)
2: 10% more Speed, 5% more HP, obtain Quick ability (Passive: roll a d6 when attacked, if its a 5 or 6 you dodge the attack)
3: 10% more Melee and Speed, 5% more HP, -5% Magic, gain Bulking Muscles ability (Passive: The user gains +5 to their strength and their Strength saving throw. This also applies to any physical activities like lifting, pushing, throwing, etc.)
4: 10% more Magic, 5% more Melee and HP, -5% speed, gain Swap ability (Active: The use gains the ability to swap 2 objects or people. This includes, but not limited to: rocks, materials, ingredients, treasure, allies, enemies, etc. However, the object or persons cannot be over 300 lbs. each. The user also cannot swap things like walls, ceilings, flooring, or other structural things. Although, objects separate from those things do count and can be swapped. An example of this is a piece of rock that came from a wall after someone punch it; this rock can now be swapped with. This ability uses one action or bonus action and can be used as many times per turn as needed. Active: The user can also throw a rock under 5 lbs. and swap with it, creating an effective close-range teleport move. This ability costs 1 action, including the throwing and activation of the ability, but not the actual obtainment of the rock. Can only be used once per turn.)
5: 10% more Melee and Speed, small magic boost, gain Double Tap ability (Active: allows the user to perform a short range teleport, attack, and teleport back to they originated. Cap: 50 ft. Can be used once per turn; takes 1 turn to cooldown.)
6: 15% more Melee, 10% more HP and Speed, 5% more Magic, gain Pack-A-Punch ability (Passive: Every time the user performs a melee attack against a target, a small explosion occurs deals 1d8 damage. This can activate when punching, piercing, slashing, or bludgeoning, but can activate to things not included in this list as long as they are physical and do damage.)
7: 15% more Speed, 10% more Magic and Melee, 5% more HP, gain Blitz ability (Active: allows the user to use an action to teleport up to 100 ft. without using movement. Can be used in any direction, but must be used all at once; can be cancelled mid-use. Doesn't use an action, but can only be used once every 3 turns.)
8: 15% more Magic, 10% more HP, 5% more speed, -5% Melee, gain Beast Tamer ability (Passive: The user has the ability to tame monsters that are at least 5 levels underneath them or have an intelligence stat under 5. The tamed monsters have to accept in order for them to join the party, and only 3 of any monster type can be added to the party. Monsters added tamed will join your party and will follow any instructions given in combat. The total monster limit is 5, but increases 2 each level; level 20 allows for 45 monsters to tamed total.)
9: 15% more HP, 10% more Melee and Speed, 10% more Magic, gain Toughness ability (Active: Allows the user to greatly harden themselves, decreasing damage taken by 90%. However, they cannot attack while in this state and must use an action to end or wait until the next turn to end automatically. This can only be used once every 10 turns.)
10: 15% more Melee and Magic, 10% more HP, 5% more Speed, gain Spectral Ignition ability (Active: The user can light their sword on fire using their magic, adding 1d6 more damage to their melee attacks and lighting targets hit on fire. This can be activated by using an action or bonus action and ends at the end of the turn. Can be reactivated the following turn, but can only be used 10 times per battle.)
11: 15% more Speed and Melee, 10% more HP, gain Mana Conversion ability (Active: allows the user to convert magic into physical attack power. For every spell the user knows, they gain 1d4 more physical damage when this ability is active. Last for 3 turns, has a cd of once/short rest.)
12: 15% more Speed and HP, 10% more Magic and Melee, gain Speedster ability (Passive: The user an extra 20 ft. of movement every turn and allows the user to teleport short distances at the cost of an action or bonus action. The active ability allows the user to travel up to 50ft. per cast, and be cast multiple times per turn if your still have an action.)
13: 15% more Melee and HP, 10% more Magic and Speed, gain Short Temper ability (Passive: allows the user to get stronger the longer a battle goes on. Every other turn, the user adds an extra 1d4 to their roll, stacking with previous dice up to 10; but it takes 20 turns to get the cap. This ability is passive and works regardless if Bankai is enabled or not.)
14: 15% more Magic and Speed, 10% more Melee and HP, gain Magical Trickery ability (Active: allows the user to temporarily roll with advantage when casting magic abilities, regardless of weather the user is neutral or at disadvantage. Can only be used twice per encounter for any roll.)
15: 15% more Melee, Magic, and Speed, 10% more HP, gain Jack of all Trades ability (Active: allows the user to temporarily shift all of one stats into another. For example, if they had 20 in strength and a 12 in luck, you could transfer your luck to your strength temporarily to make your stats 30 strength and 2 luck. Use wisely, as only 2 stats can be changed at a time, and it only stays for 2 turns and has a cd of a short rest; stat caps at 30 for any stat. Stays active for 3 turns and takes 3 turns to cooldown after the effect ends.)
16: 20% more Speed,15%, more Melee and Magic, 10% more HP, gain Giga Flash ability (Active: allows the user to move at such high speeds afterimages are created. The user can teleport up to 250 ft. and attack while moving, dealing an extra 1d6 damage. However, the user cannot exceed 50ft. away from the original starting position, making it more useful to deal a large amount of damage and escape than move large distances at once. This costs 1 action, but the user can attack up to 5 times during the duration.)
17: 20% more HP, 15% more Melee and Speed, 5% more Magic, gain Flying Fortress ability (Passive: the user can now temporarily fly using wind for 30ft. in any direction. This adds 30ft. to the users fly speed if they already could fly. Active: The user can temporarily shield them and their allies for 2d10+4 HP. This shield lasts for 3 turns and explodes upon the shield expiring for 4d10+whatever HP the shield has left when it expires. If the shield is destroyed, then it just deals 4d10 damage. This ability takes 5 turns to cooldown; the cooldown starts directly after activation.)
18: 20% more Speed, 10% more Melee, Magic, and HP, gain Critical Specialist ability (Passive: The user becomes a master at performing critical hits, letting them naturally crit on one less than the maximum roll on any dice. For example, the 19 on a d20 becomes a natural crit, along with a 5 on a d6.)
19: 20% more Melee, 15% more HP, 10% more Speed, -10% Magic, gain Tyranny of Strength ability (Active: The user can, once per battle, activate Tyranny of Strength. Upon activating, the next attack roll is guaranteed to crit, and the dice roll is added to the hit chance. This includes any additions to hit. This also happens again with the attack die. An example of this is if someone rolled a 12 after activating the ability, it now becomes a 32 to hit; then they roll a 7 on a 1d10 attack roll, it becomes 17 damage.)
20: 20% more Magic, 15% more Melee and Speed, 10% more HP, gain Exploiter ability (Passive: Enemy weakness attacks do twice the damage, including if it crits.)
Upon receiving their number, they also receive an element and an attribute. Amplification means the user can increase the potency of that element, ultimately making them specialize in one element. Manipulation means the user can create new spells specialized for their Bankai, but they can only be used while the form is active. Imbuement is the strongest technique; it allows the user to use their magic to add their element into their attacks directly. An example of this is fire imbuement being used to create a flame sword that casts the spell Fireball whenever a target is struck, increasing the damage capabilities much higher. As for Amplify all, it affects all damage, including Magical and Physical, and boosts them like other amplification spells. However, since it is not specialized to any element, its bonuses tend to all be lower than the specialized amplification abilities.
1: Amplify All (including physical)
2: Poison Amplification
3: Minor Physical Amplification
4: Physic Amplification
5: Thunder Amplification
6: Force Amplification
7: Lightning Amplification
8: Fire Amplification
9: Cold Manipulation
10: Fire Manipulation
11: Necrotic Manipulation
12: Thunder Manipulation
13: Physical Amplification
14: Force Manipulation
15: Radiant Manipulation
16: Lightning Manipulation
17: Cold Imbuement
18: Lightning Imbuement
19: Force Imbuement
20: Fire Imbuement
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