Zanpakuto are the trademark weapons beings who have mastered their soul energies. Capable of damaging spiritual bodies, they can defeat undead as well as spiritual or ethereal creatures. Every Zanpakuto is unique; the weapons are reflections of the wielder's power and soul, and sentient beings unto themselves. The Zanpakuto's name is the name of the living spirit which empowers the sword and lends its strength to the creature who wields it. These beings can vary greatly in appearance, and have their own distinct personalities, which match their owner's.
Low level Zanpakuto do not have names, but as the Zanpakuto levels up and forges a stronger bond to its wielder, it eventually reveals its true form and name. In its sealed state, a Zanpakuto has the form of any weapon. Such weapons are unique, generated from their owner's souls. Its shape differs depending on its owner. A Zanpakuto's shape and abilities are based on the wielder's soul. Once the owner learns his/her sword's name, they can communicate with one another and grow stronger together.
Zanpakuto are born with their wielder's soul, and they die along with them too. When released, they can display a vibrant power. They are one with their wielder, and they share their convictions and ideals. Inside each Zanpakuto is an incarnation which manifests itself upon the Zanpakuto's transformation. The first step is to acquaint oneself with this incarnation.
Zanpakutō Progression
Player Level | Weapon Upgrade/Will |
---|---|
1rd | Sealed Form, Call Weapon/ DC10 |
5th | Konsō and Shōka/DC15 |
10th | Shikai Form/DC20 |
15th | Bankai Form/DC25 |
Attunement
A creature who meets the requirements to summon their Zanpakuto must spend hours total to 1d4 + half their constitution meditating to enter the spiritual world and connect with their weapon. Once this is achieved, they must succeed a Wisdom check against the weapon's will (DC 12), to achieve a successful attunement to the weapon. All weapon wielders must spend every waking moment with their own weapon, and as they progress in their training, they slowly and methodically imprint the essence of their soul into it. This is how they guide and mold their own unique Zanpakuto. As you level with you Zanpakuto it gains strength as well. It's Will will try to crush your spirt if not deemed worthy. After Attunement there is always a chance your Zanpakuto's Will is stronger than your own and will impose it's Will upon you forcing you to abide by it.
General Zanpakuto Traits
When you first unlock your Zanpakuto, you access two traits, these traits are general and shared by all Zanpakuto wielders.
Sealed Form:
Most Zanpakuto look like some of the most common weapons prevalent in an era, with the standard being that of the katana. When you successfully attune the Zanpakuto to yourself, it manifests as a weapon with which you already have proficiency, this is its sealed form. Most sealed Zanpakuto appear as a longsword or some type of variant and always manifest as melee weapons.
Call Weapon:
As part of your bond to your weapon, every time you sheathe it you may spend one action to turn it into soul energy and store it inside your own soul, thus it doesn't affect encumbrance and allows you to always have a weapon available. To summon the weapon again you must spend one action to call it forth. While you don't know the Zanpakuto's name, you must succeed a DC 10 Wisdom check, or you are unable to summon the weapon successfully. Once you learn its name, you may summon it without having to succeed the check by calling it.
Zanpakutō Specific Traits:
As you come closer to the Zanpakutō, it becomes more closely bonded to your personality. Each Zanpakutō has three specific traits that reflect its type depending on the wielder’s strength of spirit.
Konsō and Shōka
Once your soul and your Zanpakutō have begun to bond successfully, you gain the ability to interact better with the spiritual world. You gain two passive abilities dictated by your Zanpakutō type.
Shikai Form:
Shikai is the second form available to a Zanpakutō. To activate it, the wielder needs to learn the name of their Zanpakutō. This is not as easy as simply picking a name, for the living spirit of the Zanpakutō already has its own. The creature must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. The Zanpakuto will give clues as to what it's true name is. This may take many forms such as pulses around objects, hearing peoples names, or in rare cases users may know the name naturally of their Zanpakuto.(Note this requires immense synchronicity the blade being; Similar ideal, flaws, and alignment) The blade changes shape and gains special abilities by chanting a Kaigo, or release incantation. Using the Kaigo, followed by the name of the Zanpakutō, activates Shikai.
It is crucial to memorize each phrase, for every Zanpakutō has a different incantation. The commands vary between users and range from a simple imperative verb to a short poem. They often relate to the Zanpakutō's signature ability or hint at the nature of its spirit. This step may be bypassed by expert wielders who have learned how to use their Bankai.
To use the Shikai, you must succeed a DC 15 Constitution check or receive one level of exhaustion and disadvantage for your next turn. After you must make a Wisdom Will save to determine if it is you or the Zanpakuto in control. You can summon the Shikai of your weapon up to an amount of times equal to your proficiency modifier. The effects of Shikai are so draining on your soul that you may not manifest its power for more than a minute. After each Shikai use, you must spend 1 minutes resting. When using the Shikai, you gain one damage ability determined by the Zanpakutō type.
Bankai Form:
Bankai is the second and final upgraded form of a Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. Materialization means the opposite of getting dragged into the Zanpakutō's inner world the wielder needs to summon the Zanpakutō's spirit into the physical world. Attempting to subjugate the spirit of a Zanpakutō is extremely dangerous and may prove fatal as it strains the body and soul to their limits. (Note the challenge you may face is to be faced alone, should someone or something intervene your Zanpakuto will Dematerialize and you will be unable to summon it for 1d10+Con days)
To successfully summon the Bankai form, the wielder must first succeed on a DC 25 Wisdom check, if he or she fails, they automatically fall unconscious causing the Zanpakuto to take control. To regain control it is a DC 25 Wisdom Save. Once succeeded, the wielder must then make a Constitution saving throw each turn that the Bankai is active to stay conscious; the DC begins at 12 and increases by 2 every round until the wielder is exhausted and can no longer hold his grasp on the Bankai and loses consciousness. (Note when reaching the final level of exhaustion the wielder does not die but falls unconscious)
After the Bankai has been used once, the Zanpakutō must be summoned again with DC 20 and can no longer use either Bankai or Shikai until the next long rest. Due to the Bankai’s strength, the wielder cannot move by will from their now occupied space and have disadvantage on saving throws that require movement. Each Bankai Form grants one benefit and one flaw determined by the Zanpakutō Type as well as 1 additional weapon damage die.
Zanpakutō Types
Projectile-Type Zanpakutō
Konsō and Shōka:
• You have advantage while blocking or evading ranged attacks.
• While a creature is in contact with your Zanpakutō, they have a +2 to ranged attacks.
Shikai Form:
• You can swing your weapon and deal 1d8 slashing damage on all creatures in a 15 ft. cone.
Bankai Form
• You can hurl your weapon to a distance equal to your walking speed and deal 2d8 piercing damage, once per turn, you can use a bonus action to call back the Zanpakutō to your hand.
• While in Bankai Form, you cannot parry or make any direct melee attacks.
Poison-Type Zanpakutō
Konsō and Shōka:
• You have resistance to poison effects and damage while on combat.
• Once per turn, you can remove a poisoned effect on an ally by touching their forehead with the tip of your weapon.
Shikai Form:
• When you hit a creature, you deal 1d6 poison damage that lingers for two rounds, this effect doesn’t stack.
Bankai Form:
• As the Bankai appears, a poisonous smoke forms around you in the shape of a 15 ft. sphere that deals 2d8 poison damage each round, you may use one action per turn to move the sphere a total of 10 ft.
• While in Bankai Form, you must maintain concentration and must succeed a DC 15 Constitution saving throw if you are attacked or else the poison sphere dissolves and resets in a random point of space.
Fire-Type Zanpakutō
Konsō and Shōka:
• You have advantage while evading or blocking fire-based attacks.
• By succeeding a DC 12 Constitution saving throw, you can block an incoming fire-based attack against an ally.
Shikai Form:
• You can swing your weapon and deal 1d6 fire damage on all creatures in a 15 ft. line.
Bankai Form:
• Your weapon blazes to life and burns everything around you in a 15 ft. radius, dealing 2d8 fire damage, you can shoot fire in a line of a distance equal to your walking distance and deal 1d10 fire damage in the area.
• While in Bankai Form, you must succeed a DC 12 Constitution saving throw or receive 1d8 burning damage.
Ice-Type Zanpakutō
Konsō and Shōka:
• Your walking speed increases by 10 feet.
• While a creature is in near your Zanpakutō , they have resistance to cold.
Shikai Form:
• You can swing your weapon and make a 1d8 cold damage attack on all creatures in a 15 ft. line.
Bankai Form:
• You can shoot ice spikes that can travel up to your walking distance and deal 2d8 cold damage with each swing of your weapon.
• While in Bankai Form, you must succeed a DC 12 Constitution saving throw or else become frozen and receive 1d8 cold.
Earth-Type Zanpakutō
Konsō and Shōka:
• Your AC increases by +3 while holding the weapon .
• While a creature is near your Zanpakutō, they have advantage on Strength saving throws.
Shikai Form:
• You can smash your weapon on the ground and make a 1d6 bludgeoning attack on all creatures in a 15 ft. cube area.
Bankai Form:
• You can strike the ground with your weapon and create boulders which you can throw to a distance equal to your walking speed and deal 2d8 bludgeoning damage.
• While in Bankai Form, any terrain near a 10 ft. radius becomes difficult terrain for all creatures.
Wind-Type Zanpakutō
Konsō and Shōka:
• You have advantage on Constitution saving throws.
• While a creature is near your Zanpakutō, their walking speed increases by 10.
Shikai Form:
• You can swing your weapon and make 1d6 attack on all creatures in a 15 ft. cone and knock them back if they fail a DC 15 Strength saving throw.
Bankai Form:
• You can create a powerful wind that can deal 2d8 slashing damage in a cone area equal to your walking speed.
• While in Bankai Form, you must succeed a DC 12 Strength saving throw or be kicked back by a gust of wind and knocked prone, ending the Bankai Form.
Water-Type Zanpakutō
Konsō and Shōka:
• You gain the ability to walk on water while you are holding the Zanpakutō.
• While a creature is near your Zanpakutō, they have advantage on Dexterity saving throws.
Shikai Form:
• You can swing your weapon and deal 1d8 bludgeoning damage on all creatures in a 15 ft. line and they are knocked prone.
Bankai Form:
• You create a stream of water that shoots from your weapon to a distance you may determine up to your walking speed and deal 2d8 bludgeoning damage and preventing them from taking an action in their next turn.
• While in Bankai Form, the area becomes flooded and you have disadvantage on Constitution saving throws.
Lightning-Type Zanpakutō
Konsō and Shōka:
• You gain 10 ft. in your walking speed while you are outside of combat and holding your Zanpakutō.
• While a creature is near your Zanpakutō, they gain a bonus action in combat.
Shikai Form:
• You can shoot a lighting ray and make a 1d8 attack on all creatures in a 15 ft. line.
Bankai Form:
• A lightning storm forms near you in a radius equal to your walking speed and deal 2d8 lightning damage, as an action, you can control where the lightning strikes in each turn.
• While in Bankai Form and wearing armor, you must succeed a DC 10 Constitution saving throw or receive 1d8 lightning damage.
Darkness-Type Zanpakutō
Konsō and Shōka:
• You gain Darkvision for 30 ft. or is added if you already have Darkvision.
• While a creature is in contact with your Zanpakutō, they gain 20 ft. Darkvision.
Shikai Form:
• You can swing your weapon and make 1d6 necrotic damage on all creatures in a 15 ft. cone area.
Bankai Form:
• A dark mass in the shape of a cube with a size equal to your walking speed appears and deals 2d8 necrotic damage to all creatures who enter it; as an action, you can move the cube 10 ft. during your turn.
• While in Bankai Form, you become vulnerable to radiant damage and must succeed a DC 12 Constitution saving throw or receive 1d8 necrotic damage.
Light-Type Zanpakutō
Konsō and Shōka:
• Your Zanpakutō gains the ability to glow with a light which shines in a 5 ft. radius at your will.
• While a creature is near your Zanpakutō, they gain the ability to heal 1d8 hit points once per short rest.
Shikai Form:
• You can swing your weapon and make ranged attacks 10ft/30ft dealing 1d8 radiant attack on all creatures in a 15 ft. cone.
Bankai Form:
• A white light shines from the tip or your weapon and casts light to a distance equal to your walking speed, when you use an action to cast the attack, it deals 2d8 radiant damage in a line in a direction of your choosing equal to your walking speed.
• While in Bankai Form, you are vulnerable to necrotic damage and become blinded for the duration of the Bankai.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: A creature who meets the requirements to summon their Zanpakuto must spend hours total to 1d4 + half their constitution meditating to enter the spiritual world and connect with their weapon. Once this is achieved, they must succeed a Wisdom check against the weapon's will (DC 12), to achieve a successful attunement to the weapon. All weapon wielders must spend every waking moment with their own weapon, and as they progress in their training, they slowly and methodically imprint the essence of their soul into it. This is how they guide and mold their own unique Zanpakuto., Heavy, Two-Handed, Graze