Zanpakuto Examples (Bleach Supplement)
From D&D Wiki
Zanpakuto Examples[edit]
You're free to create, use, and add your own Zanpakuto examples.
Zangetsu[edit]
- Fight, Zangetsu
While in Shikai, Zangetsu's blade widens drastically, taking on the appearance of a large knife blade. Your Zanpakuto deals twice as much damage, and its reach increases by +5 ft. You must spend 1 Reiryoku at the end of each turn to maintain this feature.
- Getsuga Tensho
- As an action for 10 Reiryoku, you may release a wave of energy. Every creature in a cone with a length equal to 5 times your proficiency bonus ft. originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
- Tensa Zangetsu
While in Bankai, Zangetsu's large blade focuses down into a thin, black sword blade. Your Zanpakuto deals twice as much damage, but its reach decreases by -5 feet. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (2 total).
- Wrapped Getsuga
- As a bonus action for 10 Reiryoku, you may wrap your Zanpakuto in the energy of your Getsuga Tensho. Until the end of your turn, your Zanpakuto deals additional force damage equal to its normal damage on a hit. On a miss, the target still takes half as much force damage unless they have Evasion.
- Final Getsuga Tensho
While in Final Bankai, Zangetsu covers your body as black cloth wrappings, and your hair grows and darkens. Getsuga Tensho's cost is reduced to 5 Reiryoku. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
- Mugetsu
- When you make an attack with your Zanpakuto, you may spend 5 Reiryoku to also release an upward wave of energy. Every creature in a cone with a length equal to 5 times your proficiency bonus ft. originating from you must make a Constitution saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
Engetsu[edit]
- Burn, Engetsu
While in Shikai, Engetsu is engulfed in flames. On a hit, you may cause your Zanpakuto to also deal fire damage equal to half the slashing damage it dealt, rounded down. When you drop below half your maximum hit points, you may fuel your Zanpakuto's flames with your own blood, taking the Attack action as a reaction. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Getsuga Tensho
- When you make an attack with your Zanpakuto, you may spend 10 Reiryoku to also release a wave of energy. Every creature in a cone with a length equal to 5 times half your proficiency bonus ft. originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
- Tensa Engetsu
While in Bankai, Engetsu's flames grow higher. Your Zanpakuto deals twice as much damage, you may use Getsuga Tensho as a bonus action, and Getsuga Tensho costs half as much Reiryoku. You must spend 2 additional Reiryoku and 10 hit points at the end of each of your turns to maintain this feature (3 total).
- Final Getsuga Tensho
While in Final Bankai, Engetsu covers your body with flames. You may take the Attack action as a reaction whenever you take damage, and you may cause Getsuga Tensho to target a radius rather than a cone. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
Nozarashi[edit]
- Drink, Nozarashi
While in Shikai, Nozarashi's blade becomes that of a massive axe. Your Zanpakuto deals twice as much damage, and its reach increases by +10 ft. You must spend 2 Reiryoku at the end of each turn to maintain this feature.
- Modosu Nozarashi
While in Bankai, Nozarashi remains exactly the same, instead resonating with your spiritual pressure to transform you into a demonic beast. Your size increases by 1 category to a minimum of Large, you can not be frightened, charmed, or stunned, and your Zanpakuto deals twice as much damage. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
- Nito Shinzui
While in Final Bankai, Nozarashi gains the light property is joined by a second boney Zanpakuto made of your own soul. Whenever you attack with Nozarashi, you may also make an attack with your second Zanpakuto. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
False Zabimaru[edit]
- Howl, Zabimaru
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +15 ft., and you may grapple a creature with your weapon. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Higa Zekko
- As an action for 2 Reiryoku, you may make a Zanpakuto attack against every creature within your reach. After using Higa Zekko, your Zanpakuto dematerializes and can not be summoned again until the end of your next short rest.
- Hihiō Zabimaru
While in Bankai, Zabimaru surrounds you in its massive snakelike blade. Your size increases by 1 category to a minimum of Large, and your Zanpakuto deals twice as much damage. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (3 total).
- Hikotsu Taihō
- When you make an attack with Zabimaru, you may spend 8 Reiryoku to fire a 5 ft. radius blast of energy centered on a point within 5 times your proficiency bonus, rounded down. Every creature within the chosen area must make a Constitution saving throw. On a failure, they take force damage equal to your Zanpakuto's damage. On a success, they take half as much damage.
- Final Hikotsu Taiho
While in Final Bankai, you become one with Zabimaru's massive form. You can not be disarmed of Zabimaru, and you gain +2 bonus to your AC. Additionally, Hikotsu Taiho costs no Reiryoku. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
- Hihio
- As a reaction when a creature escapes your grapple, you may utilize your third skeletal arm, immediately attempting to grapple them again with advantage.
- Orochio
- As a bonus action, you may increase your Zanpakuto's reach by an additional +10 feet until the beginning of your next turn.
- Zaga Teppo
- As an action, you may make an attack with your Zanpakuto using its snakelike jaws. On a hit, the target takes its damage and must make a Constitution saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
Zabimaru[edit]
- Howl, Zabimaru
While in Shikai, Zabimaru becomes a segmented, bladed whip. Your Zanpakuto's reach increases by +15 ft., and you may grapple a creature from that distance. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Higa Zekko
- As an action for 2 Reiryoku, you may make a Zanpakuto attack against every creature within your reach. After using Higa Zekko, your Zanpakuto dematerializes and can not be summoned again until the end of your next short rest.
- Sōō Zabimaru
While in Bankai, Zabimaru's feathered blade becomes part of your arm, and you gain a third large, skeletal arm. You can not be can not be disarmed of Zabimaru, your reach decreases by 15 ft., and you gain +2 bonus to your AC. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (3 total).
- Hihio
- As a reaction when a creature escapes your grapple, you may utilize your third skeletal arm, immediately attempting to grapple them again with advantage.
- Orochio
- As a bonus action, you may increase your Zanpakuto's reach by an additional +10 feet until the beginning of your next turn.
- Zaga Teppo
- As an action, you may make an attack with your Zanpakuto using its snakelike jaws. On a hit, the target takes its damage and must make a Constitution saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
- Final Hikotsu Taiho
While in Final Bankai, you become one with Zabimaru's massive form. Your size increases by 1 category to a minimum of Large, and Hihoi, Orochio, and Zaga Teppo cost no Reiryoku. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
- Hikotsu Taihō
- When you make an attack with Zabimaru, you may spend 8 Reiryoku to fire a 5 ft. radius blast of energy centered on a point within 5 times your proficiency bonus, rounded down. Every creature within the chosen area must make a Constitution saving throw. On a failure, they take force damage equal to your Zanpakuto's damage. On a success, they take half as much damage.
Hōzukimaru[edit]
- Grow, Hōzukimaru
While in Shikai, Hōzukimaru's handle extends significantly, becoming segmented. Your Zanpakuto's reach increases by +10 feet. As a bonus action, you may split your Zanpakuto's segments, causing attacks against creatures within 5 ft. of you with your Zanpakuto to have advantage. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Ryūmon Hōzukimaru
While in Bankai, each of Hozukimaru's segments becomes a wide, heavy axeblade. Hozukimaru becomes two wakizashi, and you can not add your proficiency bonus to your attack rolls and AC. At the end of each of your turns, you gain a +3 bonus to attack rolls and your AC to a maximum bonus equal to twice your proficiency bonus. When this bonus reaches its maximum, your Zanpakuto deals twice as much damage. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (3 total).
- Infinite Bladestorm
While in Final Bankai, your Zanpakuto immediately gains its maximum Bankai bonus and deals twice as much damage. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (5 total).
Benihime[edit]
- Awaken, Benihime
While in Shikai, Benihime's appearance becomes more intricate, but otherwise unspectacular, but makes up for it with its Kido enhancement. When you cast a Kido, its cost is reduced by 1 Reiryoku. When a Kido would deal damage, reduce damage, or grant you temporary hit points, you may add your Zanpakuto's damage to this effect. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Kannonbiraki Benihime Aratame
While in Bankai, your Zanpakuto remains unchanged, instead summoning Benihime's spirit; a Gargantuan woman in red robes that is mechanically identical to you but has a movement speed of 0, spends your Reiryoku, acts on your turn, and uses your action, bonus action, and reaction if you choose for her to act. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (2 total).
- Kannonbiraki Benihime Aratame
- As an action for 5 Reiryoku, you may cause any object or creature of your choice within 5 ft. of the woman to regain hit points equal to your Zanpakuto's damage or 1 body part of your choice, or they must succeed a Dexterity saving throw or take necrotic damage equal to your Zanpakuto's damage.
- Karakuri Benihime Kaikuguri
While in Final Bankai, you become one with Benihime. Benihime's spirit is not summoned, but you may change your size category to any size with a minimum of Medium as a bonus action, and Kannonbiraki Benihime Aratame originates from you and causes targets to regains twice as many hit points or take twice as much damage. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (5 total).
Suzumushi[edit]
- Cry, Suzumushi
While in Shikai, your Zanpakuto remains unchanged. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Howl
- As an action for 10 Reiryoku, every creature within an area with a radius equal to 5 times your proficiency bonus centered on you must make a Wisdom saving throw as Suzumushi vibrates at a painfully high frequency. On a failure, they are knocked unconscious for 1 minute. On a success, they are deafened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Nishiki: Benihikō
- As an action for 5 Reiryoku, every creature in a line with a length equal to 5 times your proficiency bonus must make a Strength saving throw as you generate a storm of blades. On a failure, they take twice your Zanpakuto's damage. On a success, they take half as much damage.
- Suzumushi Tsuishiki: Enma Kōrogi
While in Bankai, all creatures within an area with a radius equal to 5 times your proficiency bonus centered on you except you are blinded and deafened. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
- Onkyōkurin
While in Final Bankai, you are surrounded in rings made of your Zanpakuto. When a creature is affected by Suzumushi Nishiki: Benihikō or becomes blinded or deafened by your Zanpakuto, they must attempt a Constitution saving throw. On a failure, they become paralyzed until Final Bankai ends. They may retry this saving throw at the end of each of your turns, ending this effect early on a success. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
Shinsō[edit]
- Shoot to Kill, Shinsō
While in Shikai, Shinsō's blade becomes a beam of light, multiplying its reach by up to your proficiency bonus, which you may decide at will. You may make 1 attack with your Zanpakuto with advantage when you enter Shikai. You must spend 1 Reiryoku at the end of each of your turns to maintain this effect.
- Kamishini no Yari
While in Bankai, Shinsō's reach can become a radius, cone, or line with a length or radius equal to twice your Zanpakuto's reach, and your Zanpakuto deals twice as much damage. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (3 total).
- Kodoku no Tanga
While in Final Bankai, shards of your Zanpakuto hover around you, creating a thick fur coat around you. On a hit with your Zanpakuto, the target breatures become poisoned until the end of their next turn. Additionally, your Zanpakuto deals twice as much damage to poisoned creatures. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (5 total).
Katen Kyōkotsu[edit]
- Cry, Katen Kyōkotsu
While in Shikai, Katen Kyōkotsu's blade turns black and sweeping. You must spend 2 Reiryoku at the end of each of your turns to maintain this effect.
As an action for 7 Reiryoku, you may allow Katen Kyōkotsu to "play" for 1 minute or until Shikai ends. Roll 1d6, determining the game your Zanpakuto chooses for you to play with one creature of your choice you can see based on the roll:
- Bushōgoma - both you and the target must attempt a Strength saving throw at the beginning of each of your turns. Whichever creature has the lower roll takes force damage equal to your Zanpakuto's damage and is confused until the end of their next turn.
- Takaoni - which ever creature, you or the target, is physically lower at the beginning of each of your turns takes force damage equal to twice your Zanpakuto's damage.
- Kageoni - both you and the target must dictate in which 5 ft. space within 5 ft. of them their shadow is. If a creature occupies the same space as you or the target's shadow, you or the target takes force damage equal to half your Zanpakuto's damage, rounded down, at the start of their turn.
- Irooni - both creatures name a damage type. They become resistant to all damage except the type the other creature called, which they become vulnerable to. If both creatures pick the same damage type, they take four times as much damage instead of twice as much.
- Daruma-san ga Koronda - roll 1d20. On a roll of 10 or lower you are "it", and on a roll of 11 or higher the target is "it". The creature who is "it" becomes blinded until the beginning of their next turn at the beginning of every other turn (i.e. they spend 1 round blinded, then the next unblinded, and then repeat). If the creature who is not "it" moves while being seen by the target, they take force damage equal to your Zanpakuto's damage and their movement speed drops to 0 until the end of their turn.
- Kageokuri - you and the target create an identical image of themself within 30 feet of themself that has a movement speed equal to the creature and can be moved on their turn. A creature must take the Search action and succeed a Perception check with a DC equal to the target's passive perception to determine if they are looking at the creature or the image. If they attack the image, they take force damage equal to your Zanpakuto's damage.
- Katen Kyōkotsu: Karamatsu Shinjū
While in Bankai, your Reiatsu is is automatically released without spending Reiryoku and the area becomes gloomy, and your base movement speed drops to 5 feet as you're overcome with melancholy. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this effect (5 total).
Any creature within your Reiatsu range gains each of the following effects at the end of each of their turns in the following order:
- First Act: Hesitance and Apportionment of Wounds - any damage the target deals to you or you deal to the target, the other takes as well.
- Second Act: The Pillow of Shame - the target begins to suffocate until they leave your Reiatsu range.
- Third Act: The Severing Abyss - the maximum number of rounds the target can suffocate before falling unconscious is halved.
- Final Act: Thread-Cutting Scissors upon a Blood-Streaked Throat - as an action while you are grappling a creature affected by Third Act, you may sheath your sword and slowly wrap a white thread around the target's throat. They must succeed a Constitution saving throw. On a failure, they are killed instantly as their head explodes.
- Kagome Kagome
While in Final Bankai, you are covered in the pink bones of Katen Kyōkotsu. You may use Final Act without the target being affected by Third Act, and your base movement speed returns to normal. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this effect (8 total).
Ashisogi Jizō[edit]
- Rip, Ashisogi Jizō
While in Shikai, your Zanpakuto becomes a deformed trident. As a bonus action immediately after you make a successful Zanpakuto attack against a creature, the target must succeed a Constitution saving throw or become paralyzed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. You must spend 2 Reiryoku at the end of each of your turns to maintain this effect.
- Terror Magnitude 4
- As an action for 5 Reiryoku, every creature not biologically related to you within a radius equal to 5 times your proficiency bonus feet must make the above saving throw as if they had been hit by a Zanpakuto attack.
- Konjiki Ashisogi Jizō
While in Bankai, you lose the effects of Shikai as the poison in your Zanpakuto reshapes into a Gargantuan caterpillar-like creature that is mechanically identical to you but has a base walking speed and flying speed of 15 feet, spends your Reiryoku, acts on your turn, and uses your action, bonus action, and reaction if you choose for it to act. The caterpillar can use Terror Magnitude 4, its radius is doubled, and creatures take poison damage equal to half your Zanpakuto's damage, rounded down, on a failure. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (4 total).
- Konjiki Yayajarashi
While in Final Bankai, you and the caterpillar gain a flying speed equal to twice your walking speed. You must spend 1 fewer Reiryoku at the end of each of your turns to maintain this effect (3 total).
Kinshara[edit]
- Play, Kinshara
While in Shikai, Kinshara becomes a golden, whip-like mace. Your Zanpakuto's reach increases by +20 ft. and deals bludgeoning damage instead of slashing damage. You must spend 1 Reiryoku at the end of each of your turns to maintain this effect.
- Tree Sonata Number Eleven - Sixteen Day-Old Moon Rose
- As a bonus action for 3 Reiryoku immediately after a successful attack with your Zanpakuto, you may force all creatures within 5 ft. of the target, including the target themself, to make a Constitution saving throw as Kinshara creates a vortex of sound. On a failure, they take thunder damage equal to your Zanpakuto's damage. On a success, they take half as much damage.
- Kinshara Butōdan
While in Bankai, your Zanpakuto uses music to create illusions as realistic as reality. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this effect.
- Play a Song
- As an action for 5 Reiryoku, you may force one creature that can hear you to make a Charisma saving throw. On a failure, you may choose what they see or hear until the beginning of your next turn, and you may deal damage of any type to the target to a maximum of your Zanpakuto's damage. On a success, they take half as much damage.
- Opera of Death
While in Final Bankai, you use your own hands to conduct your Zanpakuto's music for all to hear. When you play a song with your Zanpakuto, you may target a number of creatures that can hear you up to your proficiency bonus, and you may forgo dealing damage to the target to instead remove any conditions of your choice affecting the target.
Tenken[edit]
- Play, Tenken
While in Shikai, each swing of Tenken generates a piece the ghostly form of your Bankai. Your Zanpakuto deals twice as much damage, and its reach increases by +5 feet and becomes a cone. You must spend 2 Reiryoku at the end of each turn to maintain this feature.
- Kokujō Tengen Myō'ō Kinshara
While in Bankai, you summon a Gargantuan suit of armor that is mechanically identical to you save for only being able to exist within 10 feet of you, spending your Reiryoku, acting on your turn, and using your action, bonus action, and reaction if you choose for it to act. Whenever you take an action, bonus action, free action, or reaction, the armor does as well. You must spend 2 additional Reiryoku at the end of each turn to maintain this feature (4 total).
- Gi no Issaizan
While in Final Bankai, you become one with Tenken. The suit of armor is not summoned, but you may change your size category to any size with a minimum of Medium as a bonus action, and any time you take an action, bonus action, free action, or reaction, you may instead take 2. Additionally, you gain a +3 bonus to your AC. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
Ryūjin Jakka[edit]
- Reduce All Creation to Ash, Ryūjin Jakka
While in Shikai, Ryūjin Jakka is engulfed in flames. Your Zanpakuto deals fire damage and its damage multiplied by half your proficiency bonus. On a miss with your Zanpakuto, the target still takes half as much damage unless they have Endurance. You must spend 5 Reiryoku at the end of each of your turns to maintain this effect.
- Zanka no Tachi
While in Bankai, Ryūjin Jakka's flames are sealed within its blade, only burning those who touch it. Your Zanpakuto's damage is doubled, but it no longer deals damage on a miss. At the end of each of your turns, any creatures within 5 feet of you must attempt a Constitution saving throw. On a failure, they take half your Zanpakuto's damage. On a success, they take half as much damage. Additionally, any effect that deals cold damage or otherwise utilizes cold automatically fails while within a number of feet equal to 5 times your proficiency bonus. You must spend 5 additional Reiryoku at the end of each of your turns to maintain this effect (10 total).
- Yōkō no Sōkotsu
While in Final Bankai, Ryūjin Jakka's fires glow from beneath your skin. Your unarmed strikes deal your Zanpakuto's damage, and their damage is doubled. On a miss with your unarmed strikes, the target still takes half as much damage, and Zanka no Tachi ignores Endurance. You must spend 5 additional Reiryoku at the end of each of your turns to maintain this effect (15 total).
Hyōrinmaru[edit]
- Sit Upon the Frozen Heavens, Hyōrinmaru
While in Shikai, Hyōrinmaru generates multiple ice dragons from its blade. Your Zanpakuto's reach increases by +15 ft. and deals additional cold damage equal to your Zanpakuto's damage on a hit. You must spend 2 Reiryoku at the end of each of your turns to maintain this effect.
- Tensō Jūrin
- As an action for 2 Rieryoku, you may use your Zanpakuto to manipulate water in the atmosphere, changing the weather in a 10 mile radius of you to any common weather phenomenon until Shikai ends.
- Ryōjin Hyōheki
- As an action for 2 Reiryoku, you may create a 10 ft. tall, 10 ft. long, 5 ft. wide wall of ice with your AC and hit points equal to your Zanpakuto's damage that is immune to cold damage and vulnerable to fire damage anywhere within 30 ft. of you.
- Rokui Hyōketsujin
- As an action for 2 Reiryoku, you may create a 5 ft. radius, 1 inch tall trap anywhere within 30 feet of you with your AC and hit points equal to half your Zanpakuto's damage that is immune to cold damage and vulnerable to fire damage anywhere within 30 ft. of you. When a creature touches the trap, they become restrained until the trap is reduced to 0 hit points.
- Daiguren Hyōrinmaru
While in Bankai, you gain a flying speed equal to your walking speed, you become resistant to ice damage, and the area of your Shikai's creations is doubled and they regain hit points equal to your proficiency bonus at the end of each of your turns. Additionally, you may cause your Zanpakuto's attacks to target every creature in a cone with a length equal to its reach. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (4 total).
- Zanhyō Ningyō
- As an action for 5 Reiryoku, you may create a clone of yourself anywhere within 30 feet of yourself out of ice. This clone is mechanically identical to you, but has hit points equal to your Zanpakuto's damage, is resistant to cold damage and vulnerable to fire damage, acts on your turn, and uses your action, bonus action, and reaction if you choose for it to act.
- Wing Shield
- As an action for 2 Reiryoku, you may wrap your wings around your body, losing your flying speed but gaining temporary hit points equal to your Zanpakuto's damage.
- Ryūsenka
- As an action for 2 Reiryoku, you may make an attack with your Zanpakuto against any target that is restrained by an effect caused by your Zanpakuto. On a hit, your Zanpakuto deals 4 times as much damage.
- Sennen Hyōrō
- As an action for 2 Reiryoku, you may create multiple ice pillars around one creature within 30 feet of you. The target must attempt a Dexterity saving throw. On a failure, they take your Zanpakuto's damage and are restrained until the pillar is reduced to 0 hit points. On a success, they take half as much damage. The pillar has AC and hit points equal to half your Zanpakuto's damage that is immune to cold damage and vulnerable to fire damage.
- Hyōten Hyakkasō
- As an action for 10 Reiryoku, you may open the heavens and raining down ice petals that erupt into pillars. Any creatures of your choice within a 30 ft. radius with nothing between them and the sky must attempt a Strength saving throw. On a failure, they take your Zanpakuto's damage and are restrained until the pillar is reduced to 0 hit points. On a success, they take half as much damage. The pillar has AC and hit points equal to half your Zanpakuto's damage that is immune to cold damage and vulnerable to fire damage.
- Guncho Tsurara
- As an action for 2 Reiryoku, you may fire a barrage of ice daggers from your Zanpakuto. Make a ranged attack against a number of creatures up to half your proficiency bonus (you may target the same creature multiple times with this effect). On a hit, they take cold damage equal to your proficiency bonus.
- Flash Freeze
- As an action for 2 Reiryoku after you have spend at least 12 Reiryoku maintaining your Zanpakuto, you may attempt to flash freeze one target you can touch, who mus make a Constitution saving throw. On a failure, they take twice your Zanpakuto's damage and are restrained for 1 minute. On a success, they take half as much damage. They may retry this saving throw as an action, ending this effect early on a success.
- Shikai Hyōketsu
- As an action for 2 Reiryoku after you have spend at least 12 Reiryoku maintaining your Zanpakuto, you may charge cold into your Zanpakuto. If you do not lose concentration and are not forcefully moved more than 5 feet, you may force every creature in a 30 ft. radius of yourself to attempt a Constitution saving throw at the beginning of your next turn. On a failure, they take twice your Zanpakuto's damage and are restrained for 1 minute. On a success, they take half as much damage. They may retry this saving throw as an action, ending this effect early on a success.
- Ryōran Hyōrenge
While in Final Bankai, you gain the wings and horns of your dragon-like Zanpakuto spirit, and your hair lengthens to resemble its tail. Any action granted by your Shikai or Bankai no longer costs Reiryoku and you can use them as a bonus action. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (6 total).
Sode no Shirayuki[edit]
- Dance, Sode no Shirayuki
While in Shikai, Sode no Shirayuki drops your body temperature to massively below zero, causing you to freeze anything you touch, including the blade itself. Your melee attacks deal cold damage instead of their normal damage type. You must spend 1 Reiryoku at the end of each of your turns to maintain this effect.
- Cryostasis
- As an action for 2 Reiryoku, you may become paraylzed and resistant to all damage until the beginning of your next turn.
- First Dance: Moon White
- As an action for 4 Reiryoku, you may freeze everything in an up to 10 ft. radius area centered on a point within your reach. The area becomes a stable platform with your AC and hit points equal to half your Zanpakuto's damage that is immune to cold damage and vulnerable to fire damage, and any creatures within the area must attempt a Strength saving throw. On a failure, they take your Zanpakuto's damage and are restrained for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Second Dance: White Ripple
- As an action for 4 Reiryoku no later than the end of the turn after the turn you used First Dance: White Moon, you release an avalanche of frost. Every creature in a cone with a length equal to 5 times your proficiency bonus originating from you must make a Dexterity saving throw. On a failure, they take your Zanpakuto's damage and are restrained for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Third Dance: White Sword
- As an action for 6 Reiryoku, you may gather a large amount of ice around your blade. Your Zanpakuto's reach increases by 5 feet and its damage is doubled. This can be used as a bonus action on a turn that you used your First or Second Dance.
- Hakka no Togame
While in Bankai, you and everything you touch is covered in a thin layer of dense frost. You are always under the effects of Third Dance: White Sword. At the end of each of your turns, any creatures within your Zanpakuto's reach must attempt a Constitution saving throw. On a failure, they take your Zanpakuto's damage. On a success, they take half as much damage. Additionally, any effect that deals fire damage or otherwise utilizes heat automatically fails while within 5 feet of you. You must spend 4 additional Reiryoku at the end of each of your turns to maintain this effect (5 total).
- Ice Queen's Wrath
While in Final Bankai, you are permanently cloaked in a localized blizzard. Your Zanpakuto's damage is doubled and you are heavily obscured. On a miss with your Zanpakuto, the target still takes half as much damage. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this effect (6 total).
Muramasa[edit]
- Whisper, Muramasa
While in Shikai, Muramasa turns all Zanpakuto and sentient weapons within 30 ft. of you against their wielder, forcing the weilder to succeed a Strength saving throw at the beginning of each of their turns or make an against an ally or the wielder themself with the weapon. This does not consume the creature's action. You must spend 1 Reiryoku at the end of each of your turns to maintain this effect.
- Mukōjōchū Muramasa
While in Bankai, Muramasa manifests themself into the physical world along with any other Zanpakuto spirits and sentient items within 30 feet. All Zanpakuto spirits and manifested sentient items are identical to their wielder, but act autonomously. Unlike other manifested weapons, Muramasa acts on your turn, spends your Reiryoku, and uses your actions, bonus actions, free actions, and reactions if you choose for them to act, and you may speak to and hear Muramasa from any distance. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this effect (4 total).
- Toju Control
- As an action for 10 Reiryoku, Murasama may force a Zanpakuto spirit or manifested sentient item within 30 ft. of them to attempt a Wisdom saving throw, becoming charmed for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect on a success.
- Subjugation of Spirits
While in Final Bankai, Muramasa merges with you, dressing you in their unique wardrobe. You gain temporary Reiryoku equal to your Reiryoku maximum which can not be used to maintain features or release your Reiatsu, and may use Murmasa's ability to charm Zanpakuto spirits and manifested sentient items on any creature. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this effect (5 total).
Tachikaze[edit]
- Blow it Away, Tachikaze
While in Shikai, Tachikaze generates blades of wind with each cut. Your Zanpakuto deals thunder damage instead of slashing damage. You must spend 1 Reiryoku at the end of each of your turns to maintain this effect.
- Air Blade
- As a bonus action for 1 Reiryoku, you may increase your Zanpakuto's reach by 10 ft. until the end of your next turn. You may increase its reach by another 5 feet for every Reiryoku spent above the first when you use this feature.
- Bakudantsuki
- As an action for 8 Reiryoku, you may create a ball of energy at the tip of your Zanpakuto that erupts with destructive force. Every creature in a line with a length equal to 5 times your proficiency bonus originating from you must make a Dexterity saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
- Tekken Tachikaze
While in Bankai, you gain a +1 bonus to attack rolls with your Zanpakuto and your AC. Additionally, you may use Bakudantsuki as a bonus action. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this effect (2 total).
- Beastly Bladed Body
While in Final Bankai, your entire body is covered in blades and armor. You gain a +1 bonus to attack rolls with your Zanpakuto and your AC (+2 total). When you take any action, bonus action, free action, or reaction that does not entail making an attack with your Zanpakuto, you may make an attack with your Zanpakuto as part of it. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this effect (4 total).
Gonryōmaru[edit]
- Pierce, Gonryōmaru
While in Shikai, Gonryōmaru transforms into a rapier. You gain expertise with your Zanpakuto. You must spend 2 Reiryoku at the end of each of your turns to maintain this effect.
- Kōkō Gonryō Rikyū
While in Bankai, Gonryōmaru is sent to the sky before exploding into a storm of electricity. You may move up to twice your movement speed in a straight line and make 1 attack with your Zanpakuto with advantage when you enter Bankai. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this effect (3 total).
- Atmospheric Manupilation
- As an action for 2 Rieryoku, you may change the weather in a 10 mile radius of you to any common weather phenomenon until Bankai ends.
- Lightning Strike
- As a bonus action and when you make an attack with your Zanpakuto for 1 Reiryoku, you may force any creature within 60 ft. of to make a Constitution saving throw as they are struck by lighting. On a failure, they take lightning damage equal to your Zanpakuto's damage on a hit. On a success, they take half as much damage.
- Pointed Lighting Subjugation
While in Final Bankai, the blade of your Zanpakuto disappears, allowing you to generate it from anywhere on your body as a bolt of lighting. You become immune to lightning damage, and your Zanpakuto deals lightning damage equal to its slashing damage on a hit. Additionally, striking a creature with lightning no longer costs Reiryaku. You must spend 1 additional Reiryoku at the end of eac of your turns to maintain this effect (4 total).
- Lightning Dash
- As a bonus action and when you make an attack with your Zanpakuto for 1 Reiryoku, you may move up to twice your movement speed in a straight line. This movement does not provoke opportunity attacks.
Senbonzakura[edit]
- Scatter, Senbonzakura
While in Shikai, you can not attack with your Senbonzakura as it disintegrates into a cloud of cherry blossom-like blades. Any creature that starts or ends their turn within a 15 ft. radius of you, moves 5 ft. within this radius, or starts its turn in this range is targeted by a Zanpakuto attack. You must spend 2 Reiryoku at the end of each of your turns to maintain this effect.
- Senbonzakura Kageyoshi
While in Bankai, Senbonzakura forms many more swords that shatter just as it does when entering Shikai. You may shift your Zanpakuto between multiple formations that last until Bankai ends, you switch to another formation, or you end your current formation. The range Senbonzakura targets is doubled. You must spend 1 additional Reiryoku to maintain this feature (3 total).
While in Senkei formation, Senbonzakura shifts into its true form: a ring of swords. Creatures are no longer targeted by Zanpakuto attacks while within Senbonzakura's radius, but they can not willingly enter or leave this radius without destroying a 5 ft. area of swords. Each area of swords has your AC and hit points equal to your Zanpakuto's damage. Additionally, you can make attacks with your Zanpakuto.
While in Gokei formation, Senbonzakura's radius is halved, but any creature targeted by it are attacked twice instead of once.
- Shūkei: Hakuteiken
- As an action for 12 Reiryoku, you may end Bankai and force one creature within Senbonzakura's radius to make a Strength saving throw. On a failure, they take your Zanpakuto's damage multiplied by half your proficiency bonus as each of Senbonzakura's petals converge on a single point. On a success, they take half as much damage.
- Bōkei: Kyōgahakuteiken
While in Final Bankai, you are covered in fluffy, metallic robes and gain a sword made of the same material, with each "hair" being one of Senbonzakura's blades. You can make Zanpakuto attacks regardless of your Zanpakuto's formation. As an action, or as a reaction when you are hit by an unarmed strike, you may force one creature within Senbonzakura's radius to make a Strength saving throw. On a failure, they take your Zanpakuto's damage multiplied by half your proficiency bonus. On a success, they take half as much damage.
Suzumebachi[edit]
- Sting All Enemies to Death, Suzumebachi
While in Shikai, Suzumebachi becomes a glove-like stinger capable of poisoning the soul. Your critical threshold for attacks with Suzumebachi gain a +1 bonus. If you score two critical hits against the same creature within a minute of each other, they are killed instantly and are reduced to ash. You must spend 3 Reiryoku at the end of each of your turns to maintain this feature.
- Jakuhō Raikōben
While in Bankai, Suzumebachi becomes a martial ranged with the ammunition (range 60/600), long reload (1 shot), heavy, loading, special, two-handed, and stabilizing properties. When you make a ranged attack with Suzumebachi, which costs 12 Reiryoku to do so, each creature within 30 feet of where you fire this weapon at must make a Dexterity saving throw or take 10d6 bludgeoning damage. On a successful save, a creature takes half damage. Additionally, you can not make melee attacks with your Zanpakuto.
- Suiran Jakusetsu
While in Final Bankai, you are covered in stinger-like jewelry. Suzumebachi becomes two weapons, one retaining its Bankai properties save for losing the two-handed property and gains the light property, and the other taking the form of a wakizashi that does not benefit from Bankai. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
Kyōka Suigetsu[edit]
- Shatter, Kyōka Suigetsu
When you enter Shikai, all creatures that can see you must succeed a Wisdom saving throw. On a failure, any time your Shikai is active, you may completely control their senses with perfect accuracy. These illusions can not deal damage to the target or cause any conditions other than the deafened or blinded conditions on the target, or the invisible condition on a creature the target would otherwise see. You must spend 10 Reiryoku at the end of each of your turns to maintain this feature.
- Mugen Kyōka Suigetsu
When you enter Bankai, you must spend half as much Reiryoku to maintain the effects of Shikai.
- Mugen Hōka
While in Final Bankai, you are covered in elaborate flower-like robes. You may cause any creatures under the effects of your Shikai to make a Wisdom saving throw as a bonus action. On a failure, you may cause them to take psychic damage equal to your Zanpakuto's damage, gain 1 level of exhaustion, or gain 1 condition of your choice until the end of their next turn. On a success, they take half as much damage. You must spend 5 additional Reiryoku at the end of each of your turns to maintain this feature (10 total).
Sakanade[edit]
- Collapse, Sakanade
While in Shikai, your sword's pommel becomes a large ring that hovers around your hand that releases pleasant-smelling pink mist in a 30 ft. radius that lingers in this radius until Shikai ends. Any creature that breaths this mist has their entire perception of reality reversed until Shikai ends, while you remain unaffected. Creatures under these effects have a penalty to their AC and any d20 rolls they make equal to your proficiency bonus. You must spend 10 Reiryoku at the end of each of your turns to maintain this feature.
- Sakashima Yokoshima Happōfusagari
While in Bankai, Sakanade creates a large flower beneath you that modifies its mist. Any creatures under the effects of Sakanade's mist become charmed by any creatures they are currently hostile to, but otherwise become berserk, and you are invisible to them. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (12 total).
- Sakaemadowashi Senkōhō
While in Final Bankai, you are surrounded by Reiryoku tomoe. Creatures within the mist automatically fall victim to its effects regardless of if they breath it, and you may deal poison damage equal to your Zanpakuto's damage to any creatures under the effects of your mist as a bonus action. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (15 total).
Wabisuke[edit]
- Raise Your Head, Wabisuke
While in Shikai, Wabisuke's blade extends and bends into a hook. On a successful hit with Wabisuke on an object, the weight of the object is doubled. On a successful hit with Wabisuke on a creature, they gain 1 level of exhaustion and the damage they take from falling increases by your proficiency bonus until Shikai ends. When Shikai ends, they lose any levels of exhaustion gained from Wabisuke. Additionally, Wabisuke deals twice as much damage to prone creatures. You must spend 2 Reiryoku at the end of each of your turns to maintain this feature.
- Fuji Wabisuke
While in Bankai, your Zanpakuto tessellates into multiple hooks at various angles. On a hit with your Zanpakuto, the target is grappled and gains 1d4 levels of exhaustion, and the target gains twice as many levels of exhaustion if the target is prone. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (5 total).
- Grand Executioner
While in Final Bankai, your Zanpakuto forms a square black cloth mask that ends around your shoulders. You may take the Attack action as a bonus action, but these attacks must be against creatures that are prone or have a movement speed of 0 feet. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
Sanpo Kenjū[edit]
- Summon, Sanpo Kenju
When you enter Shikai, you are surrounded by 2 immortal, but relatively ineffectual creatures that mimic your every movement, one preceding and one following, to ensure at least one strike hits. You become Huge. When you make an attack with Sanpo Kenju, you make two additional attacks against the same target. You must spend 2 Reiryoku at the end of each of your turns to maintain this feature.
- Jupo Kenju
When you enter Bankai, Sanpo Kenju becomes two wakizashi, you become Gargantuan, and you may take the Attack action as a bonus action. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (5 total).
- Titan of Certainty
When you enter Final Bankai, you merge with your two summons, becoming a titan made of as much human material as bone and fur. Attack rolls with your Zanpakuto gain advantage, and you can not be knocked prone. You must spend 1 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
Zakuro[edit]
- Siphon, Zakuro
While in Shikai, you may increase the damage Zakuro deals by your proficiency bonus for every Reiryoku you spend on a hit. You must spend 1 Reiryoku at the end of each turn to maintain this feature.
- Urozakuro
While in Bankai, you lose the effects of Shikai and you can fuse with any surface you can touch as a bonus action. Your senses and reach apply to the entirety of the surface. While fused with a liquid or gaseous surface, you are immune to all damage except fire, force, and necrotic damage, but can not take actions. When Bankai ends, you may appear anywhere touching your surface. You must spend 3 additional Reiryoku at the end of each turn to maintain this feature (4 total).
- Body Fusion
- When you enter Bankai, you may spend 10 Reiryoku to attempt to fuse with a creature within your reach. The target must succeed a Dexterity saving throw or have you enter their space. Any damage you take from any creature other than you or the target is dealt to the target, and any damage the target takes from any creature other than you or itself is dealt to you. Additionally, any attacks you or the target make against each other automatically hit, and any saving throws you or the target automatically fail any saving throws you or the target causes.
- Gigai Fusion
- As a bonus action for 2 Reiryoku, you may take control of a Gigai, controlling it as if your soul occupied it save for having a number of hit points equal to your Zanpakuto's damage.
- Surface Movement
- As a bonus action for 1 Reiryoku while your Reiatsu is released, you may move an area of the surface you are merged with equal to your Reiatsu area a number of feet up to 5 times your proficiency bonus.
- Chūshutsu
- When Bankai ends, you may completely destroy a number of 5 ft. cube areas of the surface you were merged with up to your proficiency bonus, gaining an equal number of Temporary Reiryoku that can only be spent increasing Zakuro's damage with its Shikai effect.
- Seitai Yūgō
While in Final Bankai, you regain the effects of Shikai, you do not need to spend Reiryoku on the effects of Bankai, you may unfuse and fuse with a surface within your reach as an action, and Chūshutsu can be used as an action. You must spend 2 additional Reiryoku at the end of each turn to maintain this feature (6 total).
Kairō[edit]
- Massacre the auspicious omens and come into being; respect the darkness as you become decrepit with age, Kairō
While in Shikai, your Zanpakuto creates a featureless sphere with a gaping maw anywhere within your reach. This sphere is mechanically identical to you save for not needing to eat, sleep, hear, or breath, being Large, being blind, having hit points equal to your Zanpakuto's damage, spending your Reiryoku, and having 60 ft. of blindsight based on smell. You may create an additional sphere as an action for 2 Reiryoku to a maximum equal to your proficiency bonus. They all act on your turn and can not take bonus actions or reactions, and desummon when Shikai ends. You must spend 1 Reiryoku per sphere at the end of each of your turns to maintain this effect.
- Gagaku Kairō
While in Bankai, your spheres sink into the ground, becoming nothing but a massive pair of jaws. Their movement speed drops to 0 feet and can not be increased, their size increases to Huge, they deal twice as much damage, and are resistant to all damage. You must spend 1 additional Reiryoku per sphere at the end of each of your turns to maintain this effect (2 total).
- Chasm of Hungering Music
While in Final Bankai, your entire body is covered in maws. When a creature takes damage from your spheres, they must attempt a Constitution saving throw. On a failure, they become berserk and charmed by you for 1 minute as their face is replaced with a maw. They may attempt a Strength saving throw on each of their turns, ending this effect early on a success. You must spend 1 additional Reiryoku per sphere at the end of each of your turns to maintain this effect (3 total).
Kazeshini[edit]
- Reap, Kazeshini
While in Shikai, Kazeshini becomes two kusarigama-like wakizashi, which are thought to represent death, connected by a chain thought to represent life. You regain hit points equal to half your Zanpakuto's damage at the end of each of your turns after you spend Reiryoku to maintain Shikai, and you may increase the number of hit points regained by half your Zanpakuto's damage for every 2 additional Reiryoku spent when you maintain this feature. You must spend 1 Reiryoku at the end of each of your turns to maintain this feature.
- Fushi no Kōjyō
While in Bankai, Kazeshini's chains extend into a noose around your neck, further extending into a 30 ft. radius orb above you with chains loosely hanging from it. You must designate one other creature under the orb. Your Shikai and Bankai maintenance cost, including additional Reiryoku spent to increase regained hit points, is split evenly between yourself and any creatures affected by this feature, and all creatures affected by this feature regain as many hit points as you do from your Shikai effect. You must spend 3 additional Reiryoku at the end of each of your turns to maintain this feature (4 total).
- Shibari of the Damned
While in Final Bankai, Fushi no Kojyo's chain sphere disappears, instead wrapping across your body. You lose the effects of Bankai. As a bonus action, you may force one creature within 5 times your proficiency bonus to attempt a Constitution saving throw. On a failure, they take your Zanpakuto's damage and lose an amount of Reiryoku equal to your proficiency bonus, and you regain an equal amount of Reiryoku. On a success, they lose and you regain half as much. You must spend 2 additional Reiryoku at the end of each of your turns to maintain this feature (6 total).
Ikomikidomoe[edit]
Unlike most other Zanpakuto, Ikomikidomoe has multiple Bankai forms.
- Orbit the Stars, Ikomikidomoe
While in Shikai, Ikomikidomoe's own arm sprouts from your Zanpakuto's hilt. Your Zanpakuto gains +5 ft. of reach, and you make a Zanpakuto attack against any creature that starts or ends their turn or leaves your reach without spending a reaction as Ikomikidomoe swipes at them autonomously. You must spend 2 Reiryoku to maintain this feature.
- Jot Down Their Funerals, Ikomikidomoe
While in Bankai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. You can not make Zanpakuto attacks, and you create a Gargantuan monstrosity that is mechanically identical to you but spends your Reiryoku, can make Zanpakuto attacks that deal twice as much damage, acts on your turn, and uses your action, bonus action, and reaction if you choose for it to act. If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed in the same way as Final Bankai. You must spend 1 additional Reiryoku to maintain this feature (3 total).
- Roar
- As an action for 2 Reiryoku, Ikomikidomoe can force any creature within an area with a radius equal to 5 times your proficiency bonus of it that is not deafened to make a Constitution saving throw. On a failure, they take thunder damage equal to Ikomikidomoe's Zanpakuto's damage and are deafened for 1 minute. On a success, they take half as much damage. The target may retry this saving throw at the end of each of their turns, no longer being deafened on a success.
- Menos Creation
- As an action for 20 Reiryoku, Ikomikidomoe can create an adjuchas anywhere within its reach. These adjuchas are charmed by Ikomikidomoe for 1 minute.
- Hatch out and be ruined, Ikomikidomoe
While in Bankai, Ikomikidomoe is summoned from the Zanpakuto's inner world into the physical world. You can not make Zanpakuto attacks, and you creature a Large monstrosity that is mechanically identical to you but spends your Reiryoku, can make Zanpakuto attacks, has a +2 bonus to attack rolls, saving throws, and AC, acts on your turn, and uses your action, bonus action, and reaction if you choose for it to act. If Ikomikidomoe is reduced to 0 hit points, your Zanpakuto is destroyed in the same way as Final Bankai. You must spend 1 additional Reiryoku to maintain this feature (3 total).
- False Cero
- As an action for 10 Reiryoku, Ikomikidomoe may release a massive Reiatsu blast. Every creature in a cone with a length equal to 5 times your proficiency bonus originating from Ikomikidomoe must make a Dexterity saving throw. On a failure, they take force damage equal to twice your Zanpakuto's damage. On a success, they take half as much damage.
- Ikomikidomoe Hōraku Hakkei
While in Final Bankai, you lose the effects of Shikai as you become one with Ikomikidomoe. You may change your size category to any size with a minimum of Medium as a bonus action, your reach increases by 5 feet, you gain a +3 bonus to attack rolls, saving throws, and AC, your Zanpakuto attacks deal twice as much damage, and you can use the actions granted to Ikomikidomoe in its Shikai and Bankai. You must spend 1 additional Reiryoku to maintain this feature (3 total).
Back to Main Page → 5e Homebrew → Campaign Settings → Bleach (5e Campaign Setting) → Shinigami