altfuldisch
2015-05-08, 06:43 AM
This class is inspired by and built upon this (https://docs.google.com/document/d/1zHLtUBIOpuzbhov9Jk6GsCgftm1TIb2_Q8oHBWo26Jk/edit#) and this post (http://www.giantitp.com/forums/archive/index.php/t-369939.html) (big thanks to the creators), as well as 3.5 prestige classes for some archetypes.
Im looking for feedback regarding balance :)
Thanks in advance!
“I am my blade and my blade is me. We are an extension of one another. We are one. Without me, my blade is nothing. Without my blade, I am nothing. We were born for battle, and here we shall revel in glory and martial perfection. None shall stand when we decide they shall fall. And we have decided.”
- Inscrutable Master Shen
The kensei was born for conflict. Swift, strong, enduring, and utterly confident in her martial skills, she seeks to test herself against worthy foes. Battle is beautiful to her - a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a kensei, so she trains intensely with her chosen weapons; but even more important are her athleticism, daring, recklessness, and joy in the hour of danger. Kensei live for a chance to test themselves in battle - the stronger the foe, the greater the glory once the enemy is defeated.
Level
Proficienct Bonus
Features
Martial Maneuvers known
Ki
1st
+2
Unarmored Defense, Bonded Weapon, Spiritual Weapon Training
-
-
2nd
+2
Fast Movement
-
-
3rd
+2
Martial Discipline
3
1
4th
+2
Ability Score Improvement
3
2
5th
+3
Extra Attack
4
3
6th
+3
Weapon Mastery
4
4
7th
+3
Martial Discipline
4
5
8th
+3
Ability Score Improvement
5
6
9th
+4
Legendary Maneuvers
5
7
10th
+4
Martial Discipline
5
8
11th
+4
Accelerated Offense, Withstand
6
9
12th
+4
Ability Score Improvement
6
10
13th
+5
Keen Eye, Clash
6
11
14th
+5
Battle Clarity
7
12
15th
+5
Martial Discipline
7
13
16th
+5
Ability Score Improvement
7
14
17th
+6
Bonded Weapon Improvement
8
15
18th
+6
Martial Discipline
8
16
19th
+6
Ability Score Improvement
8
17
20th
+6
Ki Mastery, Kiai!
9
18
Class Features
As a Kensai, you gain the following class features.
Hit Points
Hit Dice: 1d8 per kensai level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (0r 5) + your Constitution modifier per kensai level after 1st
Proficiencies
Armor: Shields
Weapons: Simple weapons, martial weapons, exotic weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Arcana and Sleight of Hand
Equipement
You start with the following equipment in addition to equipment gained by your background
· (a) a two-handed melee weapon or (b) two one-handed melee weapons
· (a) 2 daggers, (b) 2 handaxes or (c) 5 javelins
· A shield
· (a) a dungeoneer’s pack or (b) an explorer’s pack
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this bonus.
Bonded Weapon
The core of the Kensai is the connection she shares with her weapon. Often an heirloom or somehow important to the kensai in a personal way, this blade typicalls has no innately magical or special properties until it is in the kensai's hands. At level 1 when she holds this weapon the kensai infuses this it with a small fraction of her own life force, either making it magic-like or improving the magic within it previously.
A spirit weapon is treated as magical for purposes of overcoming damage resistance and what effects can damage it, even if it is a non-magical weapon. Additionally the kensai may call this weapon to her hand from any distance as a bonus action, and she gains advantage on resisting any attempts to disarm her.
If the Kensai has disadvantage on an attack with her Bonded Weapon, she may spend her bonus action to negate the disadvantage effect for that attack once per short rest.
Only one weapon may be selected as a bonded weapon at a time, and if a bonded weapon is destroyed then the kensai loses access to this feature until she has it repaired/ reforged. She may designate a new weapon as her bonded weapon after 24 hours of training and meditation. If the weapon is of the same type as the last weapon, training is not needed, and thus only needs to be infused with the kensais spirit, which takes 12 hours.
The kensai needs to meditate for 2 hours with her bonded weapon every day, or the bond is broken, and the kensai must yet again infuse the weapon with her spirit. Weapon meditation can be done while resting.
Spiritual Weapons Training
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. Choose one of the following options when you reach 1st level.
Polearm Finesse
Reach weapons become Finesse weapons to you if they are your Bonded Weapon.
Battering Smash
Your melee attacks with bonded heavy weapons deal double damage to objects, structures and constructs.
Versatile Expertise
When you use a versatile weapon with two hands that you are bonded to, increase the damage die of that weapon an additional step.
Close Quarters Archery
You no longer suffer disadvantage at 5 ft. range with ranged weapons if you are bonded to the ranged weapon.
Dueling Spirit
When the kensai wields a bonded weapon in one hand and no weapon in the other, she adds +2 to her damage rolls with that weapon.
Armored Spirit
When the kensai wields a bonded weapon she gains +1 AC.
Fast Movement
Starting at 2nd level, your speed increases by 10 ft. while not wearing any armor.
Martial Discipline
At 3rd level, you commit yourself to follow a particular martial school or philosophy known as a martial discipline. Choose between the quick-striking and versatile Warblade, the merciless Ronin, the tide-turning Master of the Unseen Hand, the horrifying and inflictive Ravager or the immovable Shield Saint. Each discipline is detailed at the end of the class description. Your discipline grants you features at 3rd level, and then again at 7th, 10th, 15th and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Mastery
Beginning at 6th level, you can no longer be disarmed, unless you fall unconscious.
Legendary Maneuvers
Starting at 9th level, you begin to master powerful martial maneuvers known as legendary strikes. Initiating a legendary strike functions identically to initiating a normal strike maneuver except that they are more physically straining. Once you initiate a legendary strike, you must complete a short rest before you can initiate another.
Accelerated Offense
At 11th level your speed and alertness, grant you bonuses, that let you get into the fray of combat quicker. You gain a bonus to your initiative rolls equal to your proficiency bonus.
Withstand
With the ki of her spirit overflowing, the Kensai becomes capable of deflecting harm from her body. Starting at level 11, the kensai gains advantage on her Wisdom saving throws.
Keen Eye
Starting at 13th level, as a free action, you can allways spot at least one vulnerability (if any) on an enemy.
Clash
By 13th level, if you are the only hostile within a creature’s reach, you deal an additional 1d4 Force damage with all attacks, as long as you are wielding your bonded weapon.
Battle Clarity
By 14th level, you are able to enter a state of perfect mental clarity on the battlefield. Whenever you are charmed or frightened, you may immediately expend 1 Ki to negate the effect.
Bonded Weapon Improvement
Upon reaching 17th level, your bonded weapons has truly become an extension of yourself, and even while it is a short distance from you, the part of your spirit that is infused into the weapon, may be in contact with your physical body. While your bonded weapon is within 10 ft. of you, you have advantage on death saving throws.
Ki Mastery
With full mastery of her art attained, the Kensai is able to use her Ki in a more refined manner, and gains renown for her skills. Starting at level 20, the kensai reduces the cost of any of the maneuvers that have a tag matching her chosen archetype by 1 Ki.
Kiai!
Through intense training, understanding of an enemies movements and insight into advanced anatomy, the Kensai has learned to make a successful attack deadly at will. Beginning at 20th level, the Kensai may convert a successful strike with her bonded weapon into a critical hit for the cost of 2 Ki. She may use use this ability a number of times between short or long rests, equal to her Wisdom modifier. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Martial Discipline: Ronin
Strengths: Powerful damage dealer
http://i.imgur.com/x4jevP2.png
The Ronin is a feared and merciless combatant not to be taken lightly. Specialized in wielding two-handed weapons against multiple enemies, the Ronin deals death effectively. Ronin are generally looked upon as being dishonorable. A Ronin may however choose to swear fealty to a master, at which point they will instead be considered Samurai. Samurai are seen as honorable beyond any doubt and are well respected throughout the world, by good, neutral and evil beings alike.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minuts two. Whenever you enter combat, you have only half of your maximum Ki pool available, rounded down, but a minimum of 1. Whenever you hit an enemy with your first melee attack on a turn and it isn’t Ki-empowered, you gain 1 Ki. After successfully striking an enemy during your turn, you may use your bonus action to refocus yourself, doubling the amount of Ki you gain on the turn. Whenever you lose Hit Points equal to your maximum Hit Die + your Constitution modifier you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers or stances. You can freely mix your knowledge of maneuvers and stances, but you must know at least one stance at any given time. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessible, and the Warblade maneuvers are not accessible to you at all.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Stances
When you choose this archetype at 3rd level, you learn special stances, inspired by and trying to emulate the elements, which increase your effectiveness in combat. You can use a bonus action on your turn to enter a stance if you are wielding a melee two-handed weapon. The stance lasts for 1 minute, until you change stance or until you are knocked unconscious.
Wind Stance
When you are in this stance, you may take the Disengage action as a bonus action.
Earth Stance
You assume a pose, where you become one with the ground beneath you. While in this stance, when subjected to to an effect that would move you or knock you prone, you can spend 1 Ki to negate the effect.
Fire Stance
You reposition yourself in such a way, that you can put additional force behind any attack. Before you attack with a melee weapon on your turn while in this stance, you can immediately spend your bonus action to deal an additional 1d8 Force damage.
Water Stance
You become like water, making its way through the cracks, you cease being assertive but adjust to and flowing through obstacles with ease. While in this stance, you may freely move through enemies, but you may not end your turn on their square.
Lightning Stance
You become quick as lightning, striking quickly and out of nowhere. While in Lightning Stance, you may move at twice your normal movement.
Surge of Energy
At 3rd level, when you land a critical hit, you regain 2 Ki instead of 1. Additionally, when you spend at least 3 Ki on a turn, you also gain resistance to piercing, bludgeoning and slashing damage from nonmagical weapons until the start of your next turn.
One with the Blade
Beginning at 7th level, if there are at least three targets within your Reach, the first attack each round will hit a second target within Reach of your choice for the same damage, if the attack hits its primary target and your attack roll implies a hit on the second target.
Way of Steel
At 13th level, you have learned to master your weapon. The damage modifier is doubled if you successfully hit an opponent with the first attack on your turn, as long as you are attacking with a melee two-handed weapon.
Strengthened Stances
At 15th level, assuming a stance begins to be second nature to you. You may choose to strengthen one of your stances. You can strengthen a second stance at level 18.
Strength of Wind
While in Wind Stance, whenever you are hit with a ranged weapon attack while in this stance, before damage is rolled you may make an attack against the projectile (AC 15) by spending your reaction. On a hit, the inbound attack is instead treated as a miss and the projectile is destroyed.
Strength of Earth
When in the Earth Stance, when you make an attack with your bonded weapon, you can, as a bonus action, attempt to shove the target of your attack.
Strength of Fire
The additional damage you deal while in Fire Stance turns into 2d8 Force damage.
Strength of Water
While in Water Stance, you no longer provoke attacks of opportunity when you move through or around hostile enemies.
Strength of Lightning
While in Lightning Stance, whenever you move at least 10 ft. before reaching an enemy, you may get an additional attack on that enemy, but only if you use all of your attacks on that same enemy.
Iai Strike
Starting at 18th level, you have learned to cut through anything. For every round where you don’t land a critical hit, your crit range increases by 1. Once you do land a critical hit, your crit range resets to only 20. Additionally, critical hits deal an additional 2d4 Force damage for every four Kensai Levels.
Martial Discipline: Master of the Unseen Hand
Strengths: Powerful battlefield manipulator
http://i.imgur.com/3OmT2TL.png
Having had your spirit bonded magically with a weapon, has increased your innate understanding of magic and the tiny vibrations that exist in all things as well as the very air. The Master of the Unseen Hand, wishes to explore this magical bond, learning to draw upon the strength of their bonded weapon, channeling its connection to the Weave through herself, and out of her free hand. This process, however, brings with it an increased mental strain, reducing the Kensai’s health. Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky and disarming enemies with a single thought. Their mastery of the craft of telekinesis makes Masters of the Unseen Hand potent and versatile combatants. Masters of the Unseen Hand are few and far between, but wherever they go, they inspire awe. They usually wield one-handed weapons, so their other hand is free for the somatic requirements of telekinetic manipulation.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minuts two. Whenever you enter combat, you have only half of your maximum Ki pool available, rounded down, but a minimum of 1. Whenever you hit an enemy with a melee attack that isn’t Ki-empowered on your turn, you gain 1 Ki. After successfully striking an enemy during your turn, you may use your bonus action to refocus yourself, doubling the amount of Ki you gain on the turn. Whenever you lose Hit Points equal to your maximum Hit Die + your Constitution modifier you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable, and you may not choose anything from the Warblade maneuvers.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Bonded Sight
Upon reaching 3rd level, the Master of the Unseen Hand feels like he could see more using his weapon than his eyes. At any time, after reaching level 3, she may gouge out her eyes and gain 60 ft. of blindsight. If the spirit weapon is lost, so is the blindsight ability, but the kensai allways knows where her weapon is, and can see 30 ft. around it. Once blinded the condition is permanent, unless a Greater Restoration or similar spell is cast on the Kensai.
Unseen
Beginning at 3rd level, the Master of the Unseen Hand has begun to feel small vibrations in the very air, when she holds out her bonded weapon. Swinging her sword, she may harness that power from the Weave and through her weapon, to such a degree, that she begins vibrating at extreme frequencies and almost becomes invisible to the normal eye. The Kensai may cast Blur on herself as an action while wielding her bonded weapon. When cast this way, the Kensai does not need to maintain concentration on Blur. The ability costs 2 ki.
Bonded Consequences
The Kensai’s Hit Die will be 1d6 for every level past 3rd.
Unseen Hand
At 7th level, gaining deeper control of the tiny vibrations in all things, you have now learned to truly harness and control these vibrations. You have learned to cast Telekinesis at 20 ft. with only a somatic component by using an action and spending 2 Ki. Telekinesis lasts between turns, but does not cost an action or Ki to maintain on a turn, unless the Kensai actively moves what she has in her telekinetic grasp. You cannot move on the same turn, as you use Telekinesis, and you must maintain concentration or the spell will fail. Furthermore, you lose all your telekinetic powers, if you are not holding your Bonded Weapon in one hand. You can cast Telekinesis a number of times equal to your Kensai level divided by four every short rest.
Telekinetic Wielder
At 10th level, the Kensai becomes better at controlling vibrations in the Weave nimbly and precisely. She develops the ability to wield weapons with her telekinetic power. If she succeeds in disarming a foe, she may immediately attack with the weapon. If she still controls a weapon at the start of her turn, she may make two attacks with the weapon. The Kensai can only wield one weapon telekinetically at any given time. Your attack modifier for telekinetically wielded weapons is your Wisdom and proficiency modifiers.
Telekinetic Flight
Upon reaching 15th level, the Master of the Unseen Hand can use her Telekinesis spell to lift herself or a willing creature into the air. With a move action, the Kensai can move 60 ft. with perfect maneuverability and can move willing creatures as well. She does not have to move all creatures she is lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 20 ft. from the Master of the Unseen Hand. The Master of the Unseen Hand can lift one Medium or smaller creature per three Kensai levels including herself, but the total weight may not exceed the maximum weight allowed by Telekinesis.
Fling Skyward
Using her telekinetic abilities in a violent thrust, the Kensai can at 18th level hurl a creature straight up into the air. The Kensai must first make an ability check, contested by the creature’s Strength check to grab a hold of the creature, and then make another ability check, again contested by the creature’s Strength check, to fling it skyward. The Kensai can then fling the creature 10 ft. straight upwards for every two Kensai levels. At the beginning of the creature’s next turn, the creature falls to the ground, taking 1d6 points of damage per 10 ft. fallen. If the creature hits a ceiling, it takes 2d6 points of damage from the hit, and then falls to the ground. Flinging a foe skyward immediately ends the telekinesis effect.
Martial Discipline: Warblade
Strengths: Very versatile and quick
http://i.imgur.com/DPIDtO0.png
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have your entire Ki pool available. Whenever you hit an enemy with a melee attack that isn’t Ki-empowered, you gain 1 Ki. Whenever you take damage for any reason, or if you go a full round without attempting an attack, you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Faster Movement
Beginning at 3rd level, you gain another 10 ft. of movement.
Uncanny Dodge
Beginning at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Iaijutsu
Starting at 10th level, if an enemy is struck by the Kensai’s Attack of Opportunity, he must make a Wisdom saving throw, or become stunned.
Martial Prowess
By 15th level, you are able to anticipate your enemies’ ploys and tactics. Whenever you would be disarmed, grappled, pushed, knocked prone, or similar, you may use your reaction to negate that effect.
Warmastery
Beginning at 18th level, you are able to take advantage of the most subtle cues and openings offered by your opponents. You can take two reactions each round.
Martial Discipline: Shield Saint
Strengths: Strong Control and good utility
http://i.imgur.com/JrZ5Svp.png
The Shield Saint has learned from her time as a simple Kensai, that bonding with a weapon doesn’t just inflict pain and suffering unto her enemies, but also onto herself and her allies. Thus the Shield Saint focuses on bonding with her shield instead, protecting and helping her allies, while trying to complicate things for her enemies, all while safely hidden behind a shield.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have your entire Ki pool available. You cannot regain Ki in combat by normal means.If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable, and you may not choose anything from the Warblade maneuvers.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Bonded Shield
Upon reaching 3rd level, the Shield Saint can no longer bond with a weapon, but can now instead bond with a shield, with which he gains all the same benefits as she would have with a weapon.
Shieldwall
Starting at 3rd level, whenever a Large or smaller hostile creature attacks an ally within 15 ft. of you with a melee attack, you may use your reaction to block the attack with your shield adding your shield’s AC to the targets AC. Additionally, you may Ready Shieldwall on a specific ally as a Ready action. There must be a free square next to your ally, where you can move to, in order to use Shield Wall.
Shield’s Endurance
At 7th level, reduce the non-magical physical damage you take from by an amount equal to your Strength modifier.
Instill
Lending her strength and life force to an ally, the Kensai knows how to turn her more war-like friends into deadly weapons. At 10th level, as a bonus action, the Kensai may select an ally within her sight to infuse with her life force. This ally may make one additional weapon attack each round, gains advantage on weapon attacks and may move an additional 10 ft. each round. These effects stack with haste and other buffing spells and abilities, though only one creature may benefit from instill at any one time. Once cast, Instill lasts until the end of combat. If the instilled creature is reduced to 0 Hit Points, the Shield Saint is instantly reduced to 0 Hit Points as well.
Focused Resolve
By 15th level, your mental focus and martial study have rendered your will into an unbreakable iron wall. You gain proficiency in Wisdom saving throws. Additionally, you can Grapple or Shove creatures up to two sizes larger than yourself.
Saint’s Endurance
At 15th level, reduce all physical damage you take from by an amount equal to your Strength modifier.
Juggernaught
At 18th level, you embody the power of the shield completely. You become a juggernaught of pure force. Your Strength score increases by 4 to a maximum of 24.
Mindfullness
At 18th level, as a bonus action, you may use Mindfulness once per short or long rest to immediately regain 10 Ki.
Martial Discipline: Ravager
Strengths: Strong debuffing, good control
http://i.imgur.com/6omKDzy.png
Feared by many and understood by few, the infamous ravager is an individual who has dedicated himself to the service of Erythnul, deity of slaughter. A Ravager is a Kensai who has become addicted to pain and fear. Living a life of violence and savagery, the ravager seeks to spread this deity’s malignant influence wherever he goes, never resting long in one place. All ravagers are readily identified by the bizarre and fearsome facial tattoos they wear to mark themselves as Erythnul’s instruments.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have no Ki available. Whenever you take damage you gain 1 Ki. If a creature you have struck dies within your range of vision, you regain 2 Ki.
You have no Ki available outside of combat, unless you take damage or you leave combat with Ki available. Each Ki degenerates after 10 minutes outside of combat.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable. Two more restrictions apply: Only Warblades may choose Warblade Maneuvers, and Ravagers may not choose any Maneuvers besides their own and those that fit all.
Some of your maneuvers require your target to make a saving throw to resist their effects. The saving throw DC for your maneuvers is 8 + your proficiency bonus + your Dexterity or Strength Modifier (your choice).
Aura of fear
Beginning at 3rd level, the Ravager gains an Aura of Fear. Enemies within 10 ft. of a ravager get a reduction to all saving throws equal to half the Ravager’s Proficiency modifier (rounded down).
Ravaging Maneuvers
Starting at 3rd level, the ravager no longer has access to all Maneuvers, but only those marked as usable by the Ravager or those marked as usable by all.
Cruelest Cut
Beginning at 7th level, the ravager’s familiarity with pain and fear grant her cruel precision with her melee attacks for the cost of 2 Ki. The character must declare she is making a Cruelest Cut attempt before makes a melee attack (thus, a failed attack roll ruins the attempt). If she strikes successfully, she deals 2d4 points of Necrotic damage on top of her normal weapon damage. The damage done from Cruelest Cut, can only be healed through a long rest. A ravager can use Cruelest Cut once per long rest, for every 3 Kensai levels, but may only make one Cruelest Cut attempt per round.
Self-inflicted Wound
Beginning at 15th level, as a bonus action, you may cut yourself in order to gain Ki. You inflict a small wound upon yourself dealing 2d4 damage unresistable damage, and thereby gain 2 Ki.
Pain Touch
Erythnul teaches that life is pain, and so is the touch of a Ravager. By 15th level, a ravager can make an unarmed touch attack that deals 1d8 Necrotic damage + 1 point of Necrotic damage per Kensai level. Upon successfully damaging a creature, the Kensai must choose wether to gain 1 Ki from the attack or spend 1 Ki on trying to frighten the creature. The creature must then make a DC Wisdom saving throw equal to the Kensai’s level or become frightened.
Visage of Terror
At 18th level a Ravager has plumbed the true depths of horror and hopelessness. For the cost of 3 Ki and using only somatic components, she can trigger a spell-like ability similar to the arcane spell Phantasmal Killer. The only difference being, that the Ravager herselfs takes on the illusory manifestation for the inflicted target, and that the spell was cast as if it was a 5th level spell. Every long rest, Visage of Terror is castable a number of times equal to the Ravager’s Wisdom modifier.
Empowered Aura of Fear
Beginning at 18th level, your Aura of Fear has it’s range increased to 30 ft. Furthermore, enemies within the Aura of Fear, have disadvantage on saving throws against fear effects.
Im looking for feedback regarding balance :)
Thanks in advance!
“I am my blade and my blade is me. We are an extension of one another. We are one. Without me, my blade is nothing. Without my blade, I am nothing. We were born for battle, and here we shall revel in glory and martial perfection. None shall stand when we decide they shall fall. And we have decided.”
- Inscrutable Master Shen
The kensei was born for conflict. Swift, strong, enduring, and utterly confident in her martial skills, she seeks to test herself against worthy foes. Battle is beautiful to her - a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a kensei, so she trains intensely with her chosen weapons; but even more important are her athleticism, daring, recklessness, and joy in the hour of danger. Kensei live for a chance to test themselves in battle - the stronger the foe, the greater the glory once the enemy is defeated.
Level
Proficienct Bonus
Features
Martial Maneuvers known
Ki
1st
+2
Unarmored Defense, Bonded Weapon, Spiritual Weapon Training
-
-
2nd
+2
Fast Movement
-
-
3rd
+2
Martial Discipline
3
1
4th
+2
Ability Score Improvement
3
2
5th
+3
Extra Attack
4
3
6th
+3
Weapon Mastery
4
4
7th
+3
Martial Discipline
4
5
8th
+3
Ability Score Improvement
5
6
9th
+4
Legendary Maneuvers
5
7
10th
+4
Martial Discipline
5
8
11th
+4
Accelerated Offense, Withstand
6
9
12th
+4
Ability Score Improvement
6
10
13th
+5
Keen Eye, Clash
6
11
14th
+5
Battle Clarity
7
12
15th
+5
Martial Discipline
7
13
16th
+5
Ability Score Improvement
7
14
17th
+6
Bonded Weapon Improvement
8
15
18th
+6
Martial Discipline
8
16
19th
+6
Ability Score Improvement
8
17
20th
+6
Ki Mastery, Kiai!
9
18
Class Features
As a Kensai, you gain the following class features.
Hit Points
Hit Dice: 1d8 per kensai level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (0r 5) + your Constitution modifier per kensai level after 1st
Proficiencies
Armor: Shields
Weapons: Simple weapons, martial weapons, exotic weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Arcana and Sleight of Hand
Equipement
You start with the following equipment in addition to equipment gained by your background
· (a) a two-handed melee weapon or (b) two one-handed melee weapons
· (a) 2 daggers, (b) 2 handaxes or (c) 5 javelins
· A shield
· (a) a dungeoneer’s pack or (b) an explorer’s pack
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this bonus.
Bonded Weapon
The core of the Kensai is the connection she shares with her weapon. Often an heirloom or somehow important to the kensai in a personal way, this blade typicalls has no innately magical or special properties until it is in the kensai's hands. At level 1 when she holds this weapon the kensai infuses this it with a small fraction of her own life force, either making it magic-like or improving the magic within it previously.
A spirit weapon is treated as magical for purposes of overcoming damage resistance and what effects can damage it, even if it is a non-magical weapon. Additionally the kensai may call this weapon to her hand from any distance as a bonus action, and she gains advantage on resisting any attempts to disarm her.
If the Kensai has disadvantage on an attack with her Bonded Weapon, she may spend her bonus action to negate the disadvantage effect for that attack once per short rest.
Only one weapon may be selected as a bonded weapon at a time, and if a bonded weapon is destroyed then the kensai loses access to this feature until she has it repaired/ reforged. She may designate a new weapon as her bonded weapon after 24 hours of training and meditation. If the weapon is of the same type as the last weapon, training is not needed, and thus only needs to be infused with the kensais spirit, which takes 12 hours.
The kensai needs to meditate for 2 hours with her bonded weapon every day, or the bond is broken, and the kensai must yet again infuse the weapon with her spirit. Weapon meditation can be done while resting.
Spiritual Weapons Training
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. Choose one of the following options when you reach 1st level.
Polearm Finesse
Reach weapons become Finesse weapons to you if they are your Bonded Weapon.
Battering Smash
Your melee attacks with bonded heavy weapons deal double damage to objects, structures and constructs.
Versatile Expertise
When you use a versatile weapon with two hands that you are bonded to, increase the damage die of that weapon an additional step.
Close Quarters Archery
You no longer suffer disadvantage at 5 ft. range with ranged weapons if you are bonded to the ranged weapon.
Dueling Spirit
When the kensai wields a bonded weapon in one hand and no weapon in the other, she adds +2 to her damage rolls with that weapon.
Armored Spirit
When the kensai wields a bonded weapon she gains +1 AC.
Fast Movement
Starting at 2nd level, your speed increases by 10 ft. while not wearing any armor.
Martial Discipline
At 3rd level, you commit yourself to follow a particular martial school or philosophy known as a martial discipline. Choose between the quick-striking and versatile Warblade, the merciless Ronin, the tide-turning Master of the Unseen Hand, the horrifying and inflictive Ravager or the immovable Shield Saint. Each discipline is detailed at the end of the class description. Your discipline grants you features at 3rd level, and then again at 7th, 10th, 15th and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Mastery
Beginning at 6th level, you can no longer be disarmed, unless you fall unconscious.
Legendary Maneuvers
Starting at 9th level, you begin to master powerful martial maneuvers known as legendary strikes. Initiating a legendary strike functions identically to initiating a normal strike maneuver except that they are more physically straining. Once you initiate a legendary strike, you must complete a short rest before you can initiate another.
Accelerated Offense
At 11th level your speed and alertness, grant you bonuses, that let you get into the fray of combat quicker. You gain a bonus to your initiative rolls equal to your proficiency bonus.
Withstand
With the ki of her spirit overflowing, the Kensai becomes capable of deflecting harm from her body. Starting at level 11, the kensai gains advantage on her Wisdom saving throws.
Keen Eye
Starting at 13th level, as a free action, you can allways spot at least one vulnerability (if any) on an enemy.
Clash
By 13th level, if you are the only hostile within a creature’s reach, you deal an additional 1d4 Force damage with all attacks, as long as you are wielding your bonded weapon.
Battle Clarity
By 14th level, you are able to enter a state of perfect mental clarity on the battlefield. Whenever you are charmed or frightened, you may immediately expend 1 Ki to negate the effect.
Bonded Weapon Improvement
Upon reaching 17th level, your bonded weapons has truly become an extension of yourself, and even while it is a short distance from you, the part of your spirit that is infused into the weapon, may be in contact with your physical body. While your bonded weapon is within 10 ft. of you, you have advantage on death saving throws.
Ki Mastery
With full mastery of her art attained, the Kensai is able to use her Ki in a more refined manner, and gains renown for her skills. Starting at level 20, the kensai reduces the cost of any of the maneuvers that have a tag matching her chosen archetype by 1 Ki.
Kiai!
Through intense training, understanding of an enemies movements and insight into advanced anatomy, the Kensai has learned to make a successful attack deadly at will. Beginning at 20th level, the Kensai may convert a successful strike with her bonded weapon into a critical hit for the cost of 2 Ki. She may use use this ability a number of times between short or long rests, equal to her Wisdom modifier. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Martial Discipline: Ronin
Strengths: Powerful damage dealer
http://i.imgur.com/x4jevP2.png
The Ronin is a feared and merciless combatant not to be taken lightly. Specialized in wielding two-handed weapons against multiple enemies, the Ronin deals death effectively. Ronin are generally looked upon as being dishonorable. A Ronin may however choose to swear fealty to a master, at which point they will instead be considered Samurai. Samurai are seen as honorable beyond any doubt and are well respected throughout the world, by good, neutral and evil beings alike.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minuts two. Whenever you enter combat, you have only half of your maximum Ki pool available, rounded down, but a minimum of 1. Whenever you hit an enemy with your first melee attack on a turn and it isn’t Ki-empowered, you gain 1 Ki. After successfully striking an enemy during your turn, you may use your bonus action to refocus yourself, doubling the amount of Ki you gain on the turn. Whenever you lose Hit Points equal to your maximum Hit Die + your Constitution modifier you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers or stances. You can freely mix your knowledge of maneuvers and stances, but you must know at least one stance at any given time. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessible, and the Warblade maneuvers are not accessible to you at all.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Stances
When you choose this archetype at 3rd level, you learn special stances, inspired by and trying to emulate the elements, which increase your effectiveness in combat. You can use a bonus action on your turn to enter a stance if you are wielding a melee two-handed weapon. The stance lasts for 1 minute, until you change stance or until you are knocked unconscious.
Wind Stance
When you are in this stance, you may take the Disengage action as a bonus action.
Earth Stance
You assume a pose, where you become one with the ground beneath you. While in this stance, when subjected to to an effect that would move you or knock you prone, you can spend 1 Ki to negate the effect.
Fire Stance
You reposition yourself in such a way, that you can put additional force behind any attack. Before you attack with a melee weapon on your turn while in this stance, you can immediately spend your bonus action to deal an additional 1d8 Force damage.
Water Stance
You become like water, making its way through the cracks, you cease being assertive but adjust to and flowing through obstacles with ease. While in this stance, you may freely move through enemies, but you may not end your turn on their square.
Lightning Stance
You become quick as lightning, striking quickly and out of nowhere. While in Lightning Stance, you may move at twice your normal movement.
Surge of Energy
At 3rd level, when you land a critical hit, you regain 2 Ki instead of 1. Additionally, when you spend at least 3 Ki on a turn, you also gain resistance to piercing, bludgeoning and slashing damage from nonmagical weapons until the start of your next turn.
One with the Blade
Beginning at 7th level, if there are at least three targets within your Reach, the first attack each round will hit a second target within Reach of your choice for the same damage, if the attack hits its primary target and your attack roll implies a hit on the second target.
Way of Steel
At 13th level, you have learned to master your weapon. The damage modifier is doubled if you successfully hit an opponent with the first attack on your turn, as long as you are attacking with a melee two-handed weapon.
Strengthened Stances
At 15th level, assuming a stance begins to be second nature to you. You may choose to strengthen one of your stances. You can strengthen a second stance at level 18.
Strength of Wind
While in Wind Stance, whenever you are hit with a ranged weapon attack while in this stance, before damage is rolled you may make an attack against the projectile (AC 15) by spending your reaction. On a hit, the inbound attack is instead treated as a miss and the projectile is destroyed.
Strength of Earth
When in the Earth Stance, when you make an attack with your bonded weapon, you can, as a bonus action, attempt to shove the target of your attack.
Strength of Fire
The additional damage you deal while in Fire Stance turns into 2d8 Force damage.
Strength of Water
While in Water Stance, you no longer provoke attacks of opportunity when you move through or around hostile enemies.
Strength of Lightning
While in Lightning Stance, whenever you move at least 10 ft. before reaching an enemy, you may get an additional attack on that enemy, but only if you use all of your attacks on that same enemy.
Iai Strike
Starting at 18th level, you have learned to cut through anything. For every round where you don’t land a critical hit, your crit range increases by 1. Once you do land a critical hit, your crit range resets to only 20. Additionally, critical hits deal an additional 2d4 Force damage for every four Kensai Levels.
Martial Discipline: Master of the Unseen Hand
Strengths: Powerful battlefield manipulator
http://i.imgur.com/3OmT2TL.png
Having had your spirit bonded magically with a weapon, has increased your innate understanding of magic and the tiny vibrations that exist in all things as well as the very air. The Master of the Unseen Hand, wishes to explore this magical bond, learning to draw upon the strength of their bonded weapon, channeling its connection to the Weave through herself, and out of her free hand. This process, however, brings with it an increased mental strain, reducing the Kensai’s health. Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky and disarming enemies with a single thought. Their mastery of the craft of telekinesis makes Masters of the Unseen Hand potent and versatile combatants. Masters of the Unseen Hand are few and far between, but wherever they go, they inspire awe. They usually wield one-handed weapons, so their other hand is free for the somatic requirements of telekinetic manipulation.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minuts two. Whenever you enter combat, you have only half of your maximum Ki pool available, rounded down, but a minimum of 1. Whenever you hit an enemy with a melee attack that isn’t Ki-empowered on your turn, you gain 1 Ki. After successfully striking an enemy during your turn, you may use your bonus action to refocus yourself, doubling the amount of Ki you gain on the turn. Whenever you lose Hit Points equal to your maximum Hit Die + your Constitution modifier you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable, and you may not choose anything from the Warblade maneuvers.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Bonded Sight
Upon reaching 3rd level, the Master of the Unseen Hand feels like he could see more using his weapon than his eyes. At any time, after reaching level 3, she may gouge out her eyes and gain 60 ft. of blindsight. If the spirit weapon is lost, so is the blindsight ability, but the kensai allways knows where her weapon is, and can see 30 ft. around it. Once blinded the condition is permanent, unless a Greater Restoration or similar spell is cast on the Kensai.
Unseen
Beginning at 3rd level, the Master of the Unseen Hand has begun to feel small vibrations in the very air, when she holds out her bonded weapon. Swinging her sword, she may harness that power from the Weave and through her weapon, to such a degree, that she begins vibrating at extreme frequencies and almost becomes invisible to the normal eye. The Kensai may cast Blur on herself as an action while wielding her bonded weapon. When cast this way, the Kensai does not need to maintain concentration on Blur. The ability costs 2 ki.
Bonded Consequences
The Kensai’s Hit Die will be 1d6 for every level past 3rd.
Unseen Hand
At 7th level, gaining deeper control of the tiny vibrations in all things, you have now learned to truly harness and control these vibrations. You have learned to cast Telekinesis at 20 ft. with only a somatic component by using an action and spending 2 Ki. Telekinesis lasts between turns, but does not cost an action or Ki to maintain on a turn, unless the Kensai actively moves what she has in her telekinetic grasp. You cannot move on the same turn, as you use Telekinesis, and you must maintain concentration or the spell will fail. Furthermore, you lose all your telekinetic powers, if you are not holding your Bonded Weapon in one hand. You can cast Telekinesis a number of times equal to your Kensai level divided by four every short rest.
Telekinetic Wielder
At 10th level, the Kensai becomes better at controlling vibrations in the Weave nimbly and precisely. She develops the ability to wield weapons with her telekinetic power. If she succeeds in disarming a foe, she may immediately attack with the weapon. If she still controls a weapon at the start of her turn, she may make two attacks with the weapon. The Kensai can only wield one weapon telekinetically at any given time. Your attack modifier for telekinetically wielded weapons is your Wisdom and proficiency modifiers.
Telekinetic Flight
Upon reaching 15th level, the Master of the Unseen Hand can use her Telekinesis spell to lift herself or a willing creature into the air. With a move action, the Kensai can move 60 ft. with perfect maneuverability and can move willing creatures as well. She does not have to move all creatures she is lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 20 ft. from the Master of the Unseen Hand. The Master of the Unseen Hand can lift one Medium or smaller creature per three Kensai levels including herself, but the total weight may not exceed the maximum weight allowed by Telekinesis.
Fling Skyward
Using her telekinetic abilities in a violent thrust, the Kensai can at 18th level hurl a creature straight up into the air. The Kensai must first make an ability check, contested by the creature’s Strength check to grab a hold of the creature, and then make another ability check, again contested by the creature’s Strength check, to fling it skyward. The Kensai can then fling the creature 10 ft. straight upwards for every two Kensai levels. At the beginning of the creature’s next turn, the creature falls to the ground, taking 1d6 points of damage per 10 ft. fallen. If the creature hits a ceiling, it takes 2d6 points of damage from the hit, and then falls to the ground. Flinging a foe skyward immediately ends the telekinesis effect.
Martial Discipline: Warblade
Strengths: Very versatile and quick
http://i.imgur.com/DPIDtO0.png
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have your entire Ki pool available. Whenever you hit an enemy with a melee attack that isn’t Ki-empowered, you gain 1 Ki. Whenever you take damage for any reason, or if you go a full round without attempting an attack, you lose 1 Ki. If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Faster Movement
Beginning at 3rd level, you gain another 10 ft. of movement.
Uncanny Dodge
Beginning at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Iaijutsu
Starting at 10th level, if an enemy is struck by the Kensai’s Attack of Opportunity, he must make a Wisdom saving throw, or become stunned.
Martial Prowess
By 15th level, you are able to anticipate your enemies’ ploys and tactics. Whenever you would be disarmed, grappled, pushed, knocked prone, or similar, you may use your reaction to negate that effect.
Warmastery
Beginning at 18th level, you are able to take advantage of the most subtle cues and openings offered by your opponents. You can take two reactions each round.
Martial Discipline: Shield Saint
Strengths: Strong Control and good utility
http://i.imgur.com/JrZ5Svp.png
The Shield Saint has learned from her time as a simple Kensai, that bonding with a weapon doesn’t just inflict pain and suffering unto her enemies, but also onto herself and her allies. Thus the Shield Saint focuses on bonding with her shield instead, protecting and helping her allies, while trying to complicate things for her enemies, all while safely hidden behind a shield.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have your entire Ki pool available. You cannot regain Ki in combat by normal means.If you take damage while you have no Ki remaining, you take an extra 1d4 Psychic damage.
After a short or long rest you have your maximum Ki available outside of combat. While out of combat, you regenerate 1 Ki every 10 minutes.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable, and you may not choose anything from the Warblade maneuvers.
Some of your maneuvers require your target to make a saving throw to resist their effects. If that is the case, the saving throw is explained by the maneuver.
Bonded Shield
Upon reaching 3rd level, the Shield Saint can no longer bond with a weapon, but can now instead bond with a shield, with which he gains all the same benefits as she would have with a weapon.
Shieldwall
Starting at 3rd level, whenever a Large or smaller hostile creature attacks an ally within 15 ft. of you with a melee attack, you may use your reaction to block the attack with your shield adding your shield’s AC to the targets AC. Additionally, you may Ready Shieldwall on a specific ally as a Ready action. There must be a free square next to your ally, where you can move to, in order to use Shield Wall.
Shield’s Endurance
At 7th level, reduce the non-magical physical damage you take from by an amount equal to your Strength modifier.
Instill
Lending her strength and life force to an ally, the Kensai knows how to turn her more war-like friends into deadly weapons. At 10th level, as a bonus action, the Kensai may select an ally within her sight to infuse with her life force. This ally may make one additional weapon attack each round, gains advantage on weapon attacks and may move an additional 10 ft. each round. These effects stack with haste and other buffing spells and abilities, though only one creature may benefit from instill at any one time. Once cast, Instill lasts until the end of combat. If the instilled creature is reduced to 0 Hit Points, the Shield Saint is instantly reduced to 0 Hit Points as well.
Focused Resolve
By 15th level, your mental focus and martial study have rendered your will into an unbreakable iron wall. You gain proficiency in Wisdom saving throws. Additionally, you can Grapple or Shove creatures up to two sizes larger than yourself.
Saint’s Endurance
At 15th level, reduce all physical damage you take from by an amount equal to your Strength modifier.
Juggernaught
At 18th level, you embody the power of the shield completely. You become a juggernaught of pure force. Your Strength score increases by 4 to a maximum of 24.
Mindfullness
At 18th level, as a bonus action, you may use Mindfulness once per short or long rest to immediately regain 10 Ki.
Martial Discipline: Ravager
Strengths: Strong debuffing, good control
http://i.imgur.com/6omKDzy.png
Feared by many and understood by few, the infamous ravager is an individual who has dedicated himself to the service of Erythnul, deity of slaughter. A Ravager is a Kensai who has become addicted to pain and fear. Living a life of violence and savagery, the ravager seeks to spread this deity’s malignant influence wherever he goes, never resting long in one place. All ravagers are readily identified by the bizarre and fearsome facial tattoos they wear to mark themselves as Erythnul’s instruments.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and endurance on the battlefield.
Ki
Much like the monk, a Kensai has a pool of spiritual energies that she may draw upon to augment and infuse her attacks. Starting at level 3 she gains a pool of Ki energy equal to her kensai level minus two. Whenever you enter combat, you have no Ki available. Whenever you take damage you gain 1 Ki. If a creature you have struck dies within your range of vision, you regain 2 Ki.
You have no Ki available outside of combat, unless you take damage or you leave combat with Ki available. Each Ki degenerates after 10 minutes outside of combat.
Martial Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as you gain levels, as noted on the Kensei table.
You may learn maneuvers from any discipline, however, there are some restrictions. You can learn any Maneuvers that fit all archetypes or your own archetype without restrictions beyond the amount of Maneuvers you can learn. When learning Maneuvers that fit another archetype, however, only Maneuvers with a cost of 2 Ki are freely accessable. Two more restrictions apply: Only Warblades may choose Warblade Maneuvers, and Ravagers may not choose any Maneuvers besides their own and those that fit all.
Some of your maneuvers require your target to make a saving throw to resist their effects. The saving throw DC for your maneuvers is 8 + your proficiency bonus + your Dexterity or Strength Modifier (your choice).
Aura of fear
Beginning at 3rd level, the Ravager gains an Aura of Fear. Enemies within 10 ft. of a ravager get a reduction to all saving throws equal to half the Ravager’s Proficiency modifier (rounded down).
Ravaging Maneuvers
Starting at 3rd level, the ravager no longer has access to all Maneuvers, but only those marked as usable by the Ravager or those marked as usable by all.
Cruelest Cut
Beginning at 7th level, the ravager’s familiarity with pain and fear grant her cruel precision with her melee attacks for the cost of 2 Ki. The character must declare she is making a Cruelest Cut attempt before makes a melee attack (thus, a failed attack roll ruins the attempt). If she strikes successfully, she deals 2d4 points of Necrotic damage on top of her normal weapon damage. The damage done from Cruelest Cut, can only be healed through a long rest. A ravager can use Cruelest Cut once per long rest, for every 3 Kensai levels, but may only make one Cruelest Cut attempt per round.
Self-inflicted Wound
Beginning at 15th level, as a bonus action, you may cut yourself in order to gain Ki. You inflict a small wound upon yourself dealing 2d4 damage unresistable damage, and thereby gain 2 Ki.
Pain Touch
Erythnul teaches that life is pain, and so is the touch of a Ravager. By 15th level, a ravager can make an unarmed touch attack that deals 1d8 Necrotic damage + 1 point of Necrotic damage per Kensai level. Upon successfully damaging a creature, the Kensai must choose wether to gain 1 Ki from the attack or spend 1 Ki on trying to frighten the creature. The creature must then make a DC Wisdom saving throw equal to the Kensai’s level or become frightened.
Visage of Terror
At 18th level a Ravager has plumbed the true depths of horror and hopelessness. For the cost of 3 Ki and using only somatic components, she can trigger a spell-like ability similar to the arcane spell Phantasmal Killer. The only difference being, that the Ravager herselfs takes on the illusory manifestation for the inflicted target, and that the spell was cast as if it was a 5th level spell. Every long rest, Visage of Terror is castable a number of times equal to the Ravager’s Wisdom modifier.
Empowered Aura of Fear
Beginning at 18th level, your Aura of Fear has it’s range increased to 30 ft. Furthermore, enemies within the Aura of Fear, have disadvantage on saving throws against fear effects.