Zanjutsu Expert (Bleach Supplement)

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Zanjutsu Expert[edit]

Medium Class Subclass

Zanjutsu is the art of channeling one's Reiatsu through a weapon, and is the preferred art of most Shinigami, to the extent that it is considered shameful for a Shinigami to have no experience with it. Some of your Zanjutsu features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Zanjutsu effect save DC = 8 + your proficiency bonus + your Dexterity modifier
Zanjutsu attack modifier = your proficiency bonus + Dexterity modifier


Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Zanjutsu Techniques

At 3rd level, you gain two Zanjutsu Techniques of your choice. At 3rd level, you may only gain basic techniques.

Advanced Techniques

At 7th level, you gain two Zanjutsu Techniques of your choice, which can be basic or advanced.

Improved Fighting Style

At 11th level, you gain one Fighting Style option of your choice.

Master Techniques

At 15th level, you gain two Zanjutsu Techniques of your choice, which can be basic, advanced, or master.

Improved Fighting Style

At 18th level, you gain one Fighting Style option of your choice.

More Techniques

At 23rd level, and again at 27th, 31st, 35th, and 39th level, you gain two Zanjutsu Techniques of your choice, which can be basic, advanced, or master.

Zanjutsu Techniques[edit]

Basic Techniques:

Hozuri: When you attack a creature with a melee weapon, you may spend 1 Reiryoku to aim for surface-level damage, granting the attack advantage, but causing it to deal half as much damage on a hit. If a creature is reduced to 0 hit points by this attack,the target is stable.
Shitonegaeshi: When you knock a creature prone, you may spend 1 Reiryoku to position a melee weapon you are wielding an inch from a vital point on their body. If they attempt to act or move in any way before the end of their next turn while they are within your reach, you may automatically deal the weapon's damage to them once.
Beautiful Swordfight: As a bonus action for 1 Reiryoku while wielding a melee weapon in two hands, you prepare to deflect any attacks, granting the weapon a +2 bonus to your AC, and causing the weapon to count as a shield for the sake of any features that can only be used while wielding a shield.
Substitute Homerun: When you make a melee attack with a melee weapon, you may spend 1 Reiryoku to cause the target to attempt a Dexterity saving throw. On a failure, they are forced 10 feet away from you and fall prone. On a success, they are forced 5 feet away from you.


Advanced Techniques:

Hozan Kenbu: As an action for 2 Reiryoku, you may rapidly spin one melee weapon you are wielding around your body. Until the beginning of your next turn, you gain a +1 bonus to your AC, and a creature takes half the weapon's damage if they miss with a melee attack roll against you while within the weapon's reach.
Suikawari: As a reaction for 2 Reiryoku when you would take damage from falling, you may make a melee weapon attack against one creature within your reach. On a hit, they take the damage from falling instead.
Ryodan: As an action for 2 Reiryoku, you may make a single downward slice with as much force as you can muster. You make a single melee weapon attack with a +2 bonus to its attack roll.
Deadly Darts: As a bonus action for 1 Reiryoku while wielding a melee weapon without the thrown property, you may grant it the thrown (20/60 feet) property until the end of your turn.


Master Techniques:

Onibi: When you make an attack with a melee weapon, you may spend 3 Reiryoku to make a single thrust, cleaving a hole straight through the target. You make a single melee weapon attack with a +3 bonus to its critical threshold.
Hitotsume: Nadegiri: When you roll for initiative, you may spend 3 Reiryoku to immediately make an attack with a melee weapon you are wielding. If multiple creatures use this feature, the creature with the higher Dexterity score goes first. If they have the same Dexterity score, the outcome of both attacks occurs at the same time.
Agitowari: As an action for 3 Reiryoku, you may make a single slash, bisecting the target. You make a single melee weapon attack with disadvantage. On a hit, the attack deals twice as much damage.
Senmaioroshi: When you take the Attack action, you may spend 3 Reiryoku to make 1 additional attack with a melee weapon. You may only use this feature once per action.
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