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Zanpakutō Progression

Zanpakutō (Second Draft) Player Level Weapon Upgrade


Magic Weapon, very rare (requires attunement by a creature 3rd Sealed Form, Call Weapon
with constitution 10 or higher and must be level 2 to
succesfully attempt the attunement ritual) 7th Konsō and Shōka
13th Shikai Form
Zanpakutō are the trademark weapons beings who have
mastered their soul energies. Capable of damaging spiritual 17th Bankai Form
bodies, they can defeat undead as well as spiritual or ethereal
creatures. Every Zanpakutō is unique; the weapons are General Zanpakutō Traits
reflections of the wielder's power and soul, and sentient When you first unlock your Zanpakutō, you access two traits,
beings unto themselves. The Zanpakutō's name is the name these traits are general and shared by all Zanpakutō wielders.
of the living spirit which empowers the sword and lends its
strength to the creature who wields it. These beings can vary Sealed Form:
greatly in appearance, and have their own distinct Most Zanpakutō look like some of the most common
personalities, which match their owner's. weapons prevalent in an era, with the standard being that of
Low level Zanpakutō do not have names, but as the the katana. When you successfully attune the Zanpakutō to
Zanpakutō levels up and forges a stronger bond to its wielder, yourself, it manifests as a weapon with which you already
it eventually reveals its true form and name. In its sealed have proficiency, this is its sealed form. Most sealed
state, a Zanpakutō has the form of any weapon. Such Zanpakutō appear as a longsword or some type of variant and
weapons are unique, generated from their owner's souls. Its always manifest as melee weapons.
shape differs depending on its owner. A Zanpakutō's shape
and abilities are based on the wielder's soul. Once the owner Call Weapon:
learns his/her sword's name, they can communicate with one As part of your bond to your weapon, every time you sheathe
another and grow stronger together. it you may spend one action to turn it into soul energy and
Zanpakutō are born with their wielder's soul, and they die store it inside your own soul, thus it doesn't affect
along with them too. When released, they can display a encumbrance and allows you to always have a weapon
vibrant power. They are one with their wielder, and they share available. To summon the weapon again you must spend one
their convictions and ideals. Inside each Zanpakutō is an action to call it forth. While you don't know the Zanpakutō's
incarnation which manifests itself upon the Zanpakutō's name, you must succeed a DC 10 Wisdom check, or you are
transformation. The first step is to acquaint oneself with this unable to summon the weapon successfully. Once you learn
incarnation. its name, you may summon it without having to succeed the
check by calling it.
Attunement
A creature who meets the requirements to summon their Zanpakutō Specific Traits:
Zanpakutō must spend hours total to 1d4 + half their As you come closer to the Zanpakutō, it becomes more
constitution meditating to enter the spiritual world and closely bonded to your personality. Each Zanpakutō has three
connect with their weapon. Once this is achieved, they must specific traits that reflect its type depending on the wielder’s
succeed a Wisdom check against the weapon's will (DC 12), strength of spirit.
to achieve a successful attunement to the weapon. All Konsō and Shōka
weapon wielders must spend every waking moment with
their own weapon, and as they progress in their training, they Once your soul and your Zanpakutō have begun to bond
slowly and methodically imprint the essence of their soul into successfully, you gain the ability to interact better with the
it. This is how they guide and mold their own unique spiritual world. You gain two passive abilities dictated by your
Zanpakutō. Zanpakutō type.
Shikai Form:
Embracing your Zanpakutō Shikai is the second form available to a Zanpakutō. To
As a creature levels up, they unlock a new aspect of their activate it, the wielder needs to learn the name of their
weapon as they begin to understand its spirit. It is not enough Zanpakutō. This is not as easy as simply picking a name, for
to simply know the name of one's Zanpakutō. If a wielder the living spirit of the Zanpakutō already has its own. The
were to lend its power to its Zanpakutō, the weapon would creature must be able to communicate and harmonize with
become stronger. To fully use a Zanpakutō's power, a wielder their Zanpakutō effectively, which requires being able to
must get to know its Zanpakutō's spirit. With each level speak to the spirit within its world. The blade changes shape
gained in your character progression, your weapon increases and gains special abilities by chanting a Kaigo, or release
its power and becomes more closely related and modified by incantation. Using the Kaigo, followed by the name of the
your spirit. Zanpakutō, activates Shikai.
It is crucial to memorize each phrase, for every Zanpakutō Poison-Type Zanpakutō
has a different incantation. The commands vary between
users and range from a simple imperative verb to a short Konsō and Shōka:
poem. They often relate to the Zanpakutō's signature ability • You have resistance to poison effects and damage while
or hint at the nature of its spirit. This step may be bypassed on combat.
by expert wielders who have learned how to use their Bankai. • Once per turn, you can remove a poisoned effect on an
To use the Shikai, you must succeed a DC 13 Constitution ally by touching their forehead with the tip of your weapon.
check or receive one level of exhaustion and disadvantage for Shikai Form:
your next turn. You can summon the Shikai of your weapon • When you hit a creature, you deal 1d6 poison damage
up to an amount of times equal to your proficiency modifier. that lingers for two rounds, this effect doesn’t stack.
The effects of Shikai are so draining on your soul that you Bankai Form:
may not manifest its power for more than a certain number of • As the Bankai appears, a poisonous smoke forms around
minutes, equal to half your constitution score. After each you in the shape of a 15 ft. sphere that deals 2d8 poison
Shikai use, you must spend 2 minutes resting. When using damage each round, you may use one action per turn to move
the Shikai, you gain one damage ability determined by the the sphere a total of 10 ft.
Zanpakutō type. • While in Bankai Form, you must maintain concentration
and must succeed a DC 15 Constitution saving throw if you
Bankai Form: are attacked or else the poison sphere dissolves and resets in
Bankai is the second and final upgraded form of a Zanpakutō. a random point of space.
To achieve Bankai, one must be able to materialize and
subjugate their Zanpakutō spirit. Materialization means the Fire-Type Zanpakutō
opposite of getting dragged into the Zanpakutō's inner world
the wielder needs to summon the Zanpakutō's spirit into the Konsō and Shōka:
physical world. Attempting to subjugate the spirit of a • You have advantage while evading or blocking fire-based
Zanpakutō is extremely dangerous and may prove fatal as it attacks.
strains the body and soul to their limits. • By succeeding a DC 12 Constitution saving throw, you
To successfully summon the Bankai form, the wielder must can block an incoming fire-based attack against an ally.
first succeed on a DC 15 Wisdom check, if he or she fails, Shikai Form:
they automatically fall unconscious. Once succeeded, the • You can swing your weapon and deal 1d6 fire damage on
wielder must then make a Constitution saving throw each all creatures in a 15 ft. line.
turn that the Bankai is active; the DC begins at 12 and Bankai Form:
increases by 2 every round until the wielder is exhausted and • Your weapon blazes to life and burns everything around
can no longer hold his grasp on the Bankai and loses you in a 15 ft. radius, dealing 2d8 fire damage, you can shoot
consciousness. fire in a line of a distance equal to your walking distance and
After the Bankai has been used once, the Zanpakutō must deal 1d10 fire damage in the area.
be summoned again with DC 15 and can no longer use either • While in Bankai Form, you must succeed a DC 12
Bankai or Shikai until the next long rest. Due to the Bankai’s Constitution saving throw or receive 1d8 burning damage.
strength, the wielder cannot move by will from their now
occupied space and have disadvantage on saving throws that Ice-Type Zanpakutō
require movement. Each Bankai Form grants one benefit and Konsō and Shōka:
one flaw determined by the Zanpakutō Type. • Your walking speed increases by 10 feet.
• While a creature is in near your Zanpakutō , they have
Zanpakutō Types resistance to cold.
Shikai Form:
• You can swing your weapon and make a 1d8 cold damage
Projectile-Type Zanpakutō
attack on all creatures in a 15 ft. line.
Konsō and Shōka: Bankai Form:
• You have advantage while blocking or evading ranged • You can shoot ice spikes that can travel up to your
attacks. walking distance and deal 2d8 cold damage with each swing
• While a creature is in contact with your Zanpakutō, they of your weapon.
have a +2 to ranged attacks. • While in Bankai Form, you must succeed a DC 12
Shikai Form: Constitution saving throw or else become frozen and receive
• You can swing your weapon and deal 1d8 slashing 1d8 cold.
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.
Earth-Type Zanpakutō Lightning-Type Zanpakutō
Konsō and Shōka: Konsō and Shōka:
• Your AC increases by +3 while holding the weapon . • You gain 10 ft. in your walking speed while you are
• While a creature is near your Zanpakutō, they have outside of combat and holding your Zanpakutō.
advantage on Strength saving throws. • While a creature is near your Zanpakutō, they gain a
Shikai Form: bonus action in combat.
• You can smash your weapon on the ground and make a Shikai Form:
1d6 bludgeoning attack on all creatures in a 15 ft. cube area. • You can shoot a lighting ray and make a 1d8 attack on all
Bankai Form: creatures in a 15 ft. line.
• You can strike the ground with your weapon and create Bankai Form:
boulders which you can throw to a distance equal to your • A lightning storm forms near you in a radius equal to your
walking speed and deal 2d8 bludgeoning damage. walking speed and deal 2d8 lightning damage, as an action,
• While in Bankai Form, any terrain near a 10 ft. radius you can control where the lightning strikes in each turn.
becomes difficult terrain for all creatures. • While in Bankai Form and wearing armor, you must
succeed a DC 10 Constitution saving throw or receive 1d8
Wind-Type Zanpakutō lightning damage.
Konsō and Shōka: Darkness-Type Zanpakutō
• You have advantage on Constitution saving throws.
• While a creature is near your Zanpakutō, their walking Konsō and Shōka:
speed increases by 10. • You gain Darkvision for 30 ft. or is added if you already
Shikai Form: have Darkvision.
• You can swing your weapon and make 1d6 attack on all • While a creature is in contact with your Zanpakutō, they
creatures in a 15 ft. cone and knock them back if they fail a gain 20 ft. Darkvision.
DC 15 Strength saving throw. Shikai Form:
Bankai Form: • You can swing your weapon and make 1d6 necrotic
• You can create a powerful wind that can deal 2d8 damage on all creatures in a 15 ft. cone area.
slashing damage in a cone area equal to your walking speed. Bankai Form:
• While in Bankai Form, you must succeed a DC 12 • A dark mass in the shape of a cube with a size equal to
Strength saving throw or be kicked back by a gust of wind your walking speed appears and deals 2d8 necrotic damage
and knocked prone, ending the Bankai Form. 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
Water-Type Zanpakutō damage and must succeed a DC 12 Constitution saving
Konsō and Shōka: throw or receive 1d8 necrotic damage.
• You gain the ability to walk on water while you are
holding the Zanpakutō. Light-Type Zanpakutō
• While a creature is near your Zanpakutō, they have
advantage on Dexterity saving throws. Konsō and Shōka:
Shikai Form: • Your Zanpakutō gains the ability to glow with a light
• You can swing your weapon and deal 1d8 bludgeoning which shines in a 5 ft. radius at your will.
damage on all creatures in a 15 ft. line and they are knocked • While a creature is near your Zanpakutō, they gain the
prone. ability to heal 1d4 hit points once per short rest.
Bankai Form: Shikai Form:
• You create a stream of water that shoots from your • You can swing your weapon and make 1d8 radiant attack
weapon to a distance you may determine up to your walking on all creatures in a 15 ft. cone.
speed and deal 2d8 bludgeoning damage and preventing Bankai Form:
them from taking an action in their next turn. • A white light shines from the tip or your weapon and
• While in Bankai Form, the area becomes flooded and you casts light to a distance equal to your walking speed, when
have disadvantage on Constitution saving throws. 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.

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