Zanjutsu
Domain overview
Zanjutsu Techniques cover the discipline of swordsmanship trained by Soul Reapers, from basic strikes and footwork to advanced forms built on speed, precision, and control of a blade in combat. This domain represents skill with the sword itself, separate from a zanpakuto’s own sealed or released power.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Iaijutsu Strike |
Mark a Stress to draw and strike in one motion against a target within Melee range, dealing physical damage.
Mark a Stress to draw and strike in one motion against a target within Melee range, dealing physical damage. If this is your first action in combat, gain advantage on the roll. |
1 |
| 2 | Ability | Parting Blow |
When an enemy within Melee range misses you with an attack, mark 2 Stress to make a free attack against them.
When an enemy within Melee range misses you with an attack, mark 2 Stress to make a free attack against them. |
2 |
| 2 | Ability | Reaping Arc |
Mark a Stress to sweep your blade in an arc, dealing physical damage to every enemy within melee range.
Mark a Stress to sweep your blade in an arc, dealing physical damage to every enemy within melee range. |
1 |
| 3 | Ability | Crimson Wound |
Mark a Stress to open a deep cut on a target within Melee range, making them vulnerable until they clear the affliction or after 2 turns.
Mark a Stress to open a deep cut on a target within Melee range, making them vulnerable until they clear the affliction or after 2 turns. |
1 |
| 3 | Ability | Phantom Step |
Mark 3 Stress to move to any location within Far range and strike a target within Melee range of your new position, dealing physical damage.
Mark 3 Stress to move to any location within Far range and strike a target within Melee range of your new position, dealing physical damage. |
3 |
| 4 | Ability | Kabuto Wari |
Make a Spellcast roll against the target's Difficulty.
Make a Spellcast roll against the target's Difficulty. On a success, deal 1d10+7 physical damage and reduce the target's damage reduction by 1 for the rest of the encounter. |
2 |
| 4 | Ability | Suigetsu no Kamae |
No roll required.
No roll required. Enter a defensive stance until the start of your next turn. The next attack that would hit you is automatically parried or deflected toward someone close to you instead. (Including teammates) |
2 |
| 5 | Ability | Kyojitsu (Weave nation certified) |
No roll required, but you can do nothing else for this turn.
No roll required, but you can do nothing else for this turn. Feint against a target within melee range, exposing an opening. The next attack any ally makes against that same target before the start of your next turn has advantage. |
1 |
| 5 | Ability | Zantetsu |
Mark a hope to make a Spellcast roll against the target's Difficulty.
Mark a hope to make a Spellcast roll against the target's Difficulty. On a success, deal 3d8+10 physical damage, ignoring the target's damage reduction entirely. |
1 |
| 6 | Ability | Fudoshin |
No roll required.
No roll required. You and one ally within very close range become resistant to Fear-based effects and cannot be frightened until the end of the encounter. Or until the DM spends 5 fear. Any ability that uses fear will roll against you with disadvantage. |
1 |
| 6 | Ability | SenpuZan |
Make an Attack roll against each enemy within Close range separately.
Make an Attack roll against each enemy within Close range separately. On each success, that enemy takes 2d8+8 physical damage. |
1 |
Domain cards
1
Iaijutsu Strike
Mark a Stress to draw and strike in one motion against a target within Melee range, dealing physical damage. If this is your first action in combat, gain advantage on the roll.
2
Parting Blow
When an enemy within Melee range misses you with an attack, mark 2 Stress to make a free attack against them.
2
Reaping Arc
Mark a Stress to sweep your blade in an arc, dealing physical damage to every enemy within melee range.
3
Crimson Wound
Mark a Stress to open a deep cut on a target within Melee range, making them vulnerable until they clear the affliction or after 2 turns.
3
Phantom Step
Mark 3 Stress to move to any location within Far range and strike a target within Melee range of your new position, dealing physical damage.
4
Kabuto Wari
Make a Spellcast roll against the target's Difficulty. On a success, deal 1d10+7 physical damage and reduce the target's damage reduction by 1 for the rest of the encounter.
4
Suigetsu no Kamae
No roll required. Enter a defensive stance until the start of your next turn. The next attack that would hit you is automatically parried or deflected toward someone close to you instead. (Including teammates)
5
Kyojitsu (Weave nation certified)
No roll required, but you can do nothing else for this turn. Feint against a target within melee range, exposing an opening. The next attack any ally makes against that same target before the start of your next turn has advantage.
5
Zantetsu
Mark a hope to make a Spellcast roll against the target's Difficulty. On a success, deal 3d8+10 physical damage, ignoring the target's damage reduction entirely.
6
Fudoshin
No roll required. You and one ally within very close range become resistant to Fear-based effects and cannot be frightened until the end of the encounter. Or until the DM spends 5 fear. Any ability that uses fear will roll against you with disadvantage.
6
SenpuZan
Make an Attack roll against each enemy within Close range separately. On each success, that enemy takes 2d8+8 physical damage.
SenpuZan
Zanjutsu Techniques cover the discipline of swordsmanship trained by Soul Reapers, from basic strikes and footwork to advanced forms built on speed, precision, and control of a blade in combat. This domain represents skill with the sword itself, separate from a zanpakuto’s own sealed or released power.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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SenpuZan Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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