Skip to content

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

0 results
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

1
Iaijutsu Strike
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Parting Blow
Ability

Parting Blow

When an enemy within Melee range misses you with an attack, mark 2 Stress to make a free attack against them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Reaping Arc
Ability

Reaping Arc

Mark a Stress to sweep your blade in an arc, dealing physical damage to every enemy within melee range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Crimson Wound
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

3
Phantom Step
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Kabuto Wari
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Suigetsu no Kamae
Ability

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)

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Kyojitsu (Weave nation certified)
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Zantetsu
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Fudoshin
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
SenpuZan
Ability

SenpuZan

Make an Attack roll against each enemy within Close range separately. On each success, that enemy takes 2d8+8 physical damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.