Weapon (greataxe), artifact (requires attunement by a once attuned is permanently in its shikai state and once prof, you can enter bankai state for 30secs and it will only be weildable by Bhakris. once attuned you may also commune with your mother.)

this weapon is a +4 to damage and hit. One of the weaknesses of the blade is enemies that are immune to cold are not effected by the freeze effects and enemies that are resistant are half effected by freeze effects. This weapon total damage makes immunity turn resistance and resistance into neutral. Base form is non attunement, Shikai is attunement, and bankai is attunement + Prof. Has 1 gem slot(GEM: Red Ice Gem). Is FULLY Sentient and you can change its form between base and shikia at will(1bonus action). Has Manifest as a bonus action or reaction.


Base form: Deal 1d12+STR slashing damage and 1d6 ice damage while 1 handed or 2d12 slashing damage and 2d6 ice damage while 2handed, then an additional 2d8 cold, 2d8 fire, and 2d4 soul. and lets you cast Coldsnap, Flash-step, Senka, Shunpo, Tōshi shimasu, Glacial Wall and Glacial Bind.
Coldsnap: The user generates Extreme low-temperature ball of red ice surrounded by burning and freezing winds, the user discharges it from one(level 1) or both hands(level 3). The user generates and fires an orb of Icy Red and Blue swirling energy on his/her palm. The one handed small version of this orb can be used to create light source the emits 15ft of light with an additional 15ft of dim-light as a bonus activate or deactivate and lasts for 30mins if not deactivated with no cooldown. However it can also be shot at a target dealing 3d4 ice, 3d4 cold and 3d4 fire damage + CON with a range of up to 210ft(same to hit as sword)as a bonus action with a cooldown of half a 1d6 rounded down, or you can use an action with both hands to create a large orb dealing 6d4 Ice+Con damage at the target and must make a DC16 Dex saving throw(half damage on success), then all enemies within a 15ft of the target must make a Con DC18 saving throw or take they take 6d4 cold and 6d4 fire damage blast + CON(half damage on success). The Large 2-handed version of this spell has a range of 310ft and a cooldown of 1d6.
Glacial Bind: As an action, you can pointing their index finger at the target up to half your total move away and must be in sight and the target must make a CON DC17 saving throw to hit, if they succeed the target dodges out of the way but if they fail the user generates a spark of red true ice energy and crushes it, which summons six red icy spikes, that slam into a target's midsection and hold them in place. A magically held creature can’t move or speak and must make a STR DC15 check. On a Failure the creature has disadvantage on Strength and Dexterity saving throws and checks, is dealt 1d4 ice damage and burns for 1d4 cold and 1d4 fire at the start of each turn till broken free of the spell, and Attack rolls made against the target have advantage. On a success the target evades 5ft in any direction without provoking opportunity of attack and takes half damage. (1d12 reset)
Glacial Wall: As a reaction to a hit, the user raises their fist and opens it. Once the attack is used 6 red icy spikes shoot out around the target in a circle withing up to 50ft away in sight dealing 2d6 Ice and 2d6 cold 2d6 fire damage, all enemies hit by the attack must make a STR DC16 saving throw within 5ft of the target or get knocked back 20ft and land prone. on a success the target is knocked back 10ft instead and takes half damage and isnt knocked prone. Gives cover equal to half of the caster height and will apply cover to the target accordingly. Has a cooldown of 1d12.
Flash Step: Use a bonus action to move at nearly the speed of light in any direction equal to walking speed. While wielding this Zanpakuto you can use a reaction to dash. Additionally, you can use your reaction to dash during the flash-step to increase the distance of the flash-step. half-1d4 cooldown.
Senka: Use a reaction on a missed attack or in response to a spell you can see being cast to flashstep behind a target and use an action to do 2 attacks that deal your katana damage however instead of slashing you deal piercing. it also prevents the use of spells and causes half movement to the target. the first strike causing the half movement and disadvantage of melee attacks and the second attack counters any spell being cast and causes spell canceling till they make an int or cha saving throw of 18. However if either strike hits the target burns for 4d4 fire damage for 2 or 4 turns depending on the number of strikes that hit the target. You may also use senka to instead us cold snap lvl1 or lvl3 during the flash-step. when using cold snap lvl1 you may rapid fire cold snaps equal to the number of katana attacks you can make during one attack action, however during the coldsnap lvl3 you may only cast it 1 time but the target will have disadvantage on both saving throws but your lvl3 cold snap goes from 1d6 to 1d8 if used this way. (half-1d4 reset)
Shunpo: Use a full action while 2 handing to start flashsteping around a target confusing them and with this the user can either choose to attack with advantage and gain sneak attack or not attack and gain a +2 AC and the ability to react on a missed attack giving the user sneak attack damage if they dont know who the real one is. The target must make an insight check of 15 with disadvantage to find out where the user is. On fail they have disadvantage on attack rolls. On success they can attack normally and dont take the sneak attack damage. 1d6 cooldown.
Tōshi shimasu: The activation requirement is the user is 2 handing the weapon and must use a full action. When used the user flashsteps toward the target and aims for the neck and ends the strike 10ft behind them. If the enemy is at 1/2 health they must make a saving throw of CON 16. If they are at 1/4th health they make the saving throw with disadvantage. If they are at 1/5th health they automatically fail the saving throw. On a Succeeded saving throw the enemy has half of their body frozen take half their health in damage, have 1/4th movement, disadvantage on attack hits, and have disadvantage on STR and DEX checks. To break free of the ice they must make a STR 15 check. The cooldown is 1d8.


Shikai State: While in shikai form deal 2d12+DEX+STR Slashing damage and 2d6 ice damage while 1handed or 3d12+dex+str slashing damage and 3d6 ice damage while 2handed, then an additional 3d8 cold, 3d8 fire, and 3d4 soul damage. While in Shikai state and prof with this weapon you may attack 3 times per action. Enemies struck by this blade must make a CON DC13 saving throw or have a stack of frost to a max of 5 stacks(targets with cold immunity have advantage on this saving throw). While the target has a stack of frost, the struck target losses 1/5 movement and has a -1 to hit per stack of frost(senka also applies a stack of frost per strike hit only if the blade is in its shikia form and only if you used the weapon strike is from the blade during the senka). Once the target has 5 stacks of frost, the target becomes full frozen and is under the freezing status effect(freezing: Until Shattered or escape, frozen targets have no movement, -5 to hit, disadvantage to DEX and STR related checks and saving throws, and any DEX and STR saving throws and checks have advantage against the target. If the target is shattered they take ice, cold, and fire damage dealing 1d4 soul, 1d6 ice, 1d8 cold and 1d8 fire damage). Once the target is fully frozen the user may make a slashing attack that never misses, cutting past the target's chest, shattering the target, which forces the target to fall prone. Once the target under the freezing status the target may try to make a str15 check with disadvantage to break freak going and take half shatter damage.After shatter damage either from the strike or by breaking free the target losses all stacks of frost. In shikai state you have the ability to cast: Winters Reach, Kuraokami's Domain, Icicle Spear.
Icicle Spear: Use and action to summon up to 5d4 red ice spears dealing 2d6 ice, 3d4 cold and 3d4 fire damage per spear. you then make attack rolls at the target equal to the to hit per spear summoned. Spears that miss the target freeze the area that they hit in a 15ft diameter causing rough terrain causing all enemys within the zones to take 2d4 cold and 2d4 fire damage. (1d8 reset)
Kuraokami's Domain: Must be using 2 hands to use this spell. Can be used once per 24 hours. Use a bonus action to twirl your blade in a circle in front of u then stab it into the ground in front of u and pull entities within a 50ft diameter into Kuraokami's Domain that gives allies the benefits of the domain. Allies in the throne have cold immunity. All cold and fire damage in the Domain deals +10 damage. Allies in the throne have cold and fire immunity. Can only activate bankai while in the domain and if an enemy breaks out of the domain there is now a 30 second timer on your bankai. Enemies must succeed a WIS DC20 with disadvantage to break out of the realm. While in the realm gain double movement. Enemies who have cold immunity turn to resistance, enemies that are resistant are now neutral, and enemies that are neutral are weak. Enemies who are neutral to cold have half movement and enemies who are weak to cold 1/4th movement. If an enemy is to break free they are immune to the domain expansion for 24 hours.
Winters Reach: Must be using 2 hands to use this spell. Use a bonus action to either slash a thin ice wave in a 50ft cone or thrust the sword forward causing an ice spike that goes 100ft line (5ft wide). Entities must succeed a DEX DC18. Deals 8d6 damage. (1d6 reset)

Bankai State; Nihon Shoki: Once these words are said while in the domain, u go into a bankai stateWhile in bankai state u gain 1 legendary action on a turn that isnt yours. Can only be used While in Kuraokami's Domain. While in this for your mother talks to u. If bankai is forcefully ended u gain 3 exhaustion, if naturally ended gain 2 exhaustion, and if willingly ended only gain 1 exhaustion. Has infinite time while in the domain but while out of it only have 30 second. Bite: Add 1+con+prof to hit and damage, 10ft range, deals 7d12 piercing and 14d6 cold, immunity turns to resistance and resistance to neutral. Wing Attack: Add 1+con+prof to hit and damage, 15ft range, Deals 2d8 slashing and 14d6. Can use an action to flap your wings to shove enemies back in a  70ft cone if they fail a STR DC20. Can be used twice per action. Tail Attack: Add 1+con+prof to hit and damage, 20ft range, deals 4d10 bludgeoning and 14d6 cold and u can use a bonus action that can knock entities prone or grapple if they fail a STR DC20. Breath Weapon: Deals 10d12 cold with a DEX DC17. On success enemies take half damage. On fail enemies take full damage and must succeed a CON DC22 or be frozen in ice. Instantly gain double your max health after transformation. If your hitpoints are to hit 0 u are shoved out of the domain and are forced out of the form and go down to half your total hp. Also gain the ability to cast the spells: Winters Howl,

Winters Howl: Use an action that heals u and allies within a 25ft diameter for 25 health and gain +3 to attack and hit for 3d4 turns. Enemies within the 25ft diameter take 25 damage and have a -3 to damage and hit for the same amount of turns. (1d6 reset)

While in Bankai state you have 1 legendary action.

Proficiency with a Greataxe 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.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: once attuned is permanently in its shikai state and once prof, you can enter bankai state for 30secs and it will only be weildable by Bhakris. once attuned you may also commune with your mother., Heavy, Two-Handed, Cleave

Lord_Veldrak

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