Fighter
Base Class: Fighter

Starting when you choose this archetype at 3rd level, you select a weapon into which you pour your time, your focus, your heart and very soul. You may select a single one-handed or versatile melee weapon, or two light melee weapons; this becomes your signature weapon, and it grows in power as you grow in power.

You cannot declare a new signature weapon so long as you have your current one. You may transfer magical power from a weapon you find into your signature weapon; doing so requires an 8 hour ritual and 100 gp worth of components and ritual gear. At the completion of the ritual, the weapon loses whatever magical property it had, and your weapon gains that same property. Should you perform this ritual on a signature weapon that is already enchanted, it loses that current enchantment and gains the new one.  If you lose your signature weapon, you may replace it by performing a ritual costing of a day's worth of meditation and contemplation over a new weapon.

Martial Discipline

At 3rd level, when you take the Kensai archetype, you learn maneuvers that are fueled by your Ki.  Your fighter level determines the number of Ki points that you have, and you regain all expended Ki points after a short or a long rest.  

At 3rd level, you gain 2 Ki points, and this number increases by 1 every two levels up to a maximum of 10 Ki points at level 19.

      - Lvl 3 = 2 Ki     Lvl 5 = 3 Ki     Lvl 7 = 4 Ki     Lvl 9 = 5 K     Lvl 11 = 6 Ki     Lvl 13 = 7 Ki     Lvl 15 = 8 Ki     Lvl 17 = 9 Ki     Lvl 19 = 10 Ki

You learn three maneuvers at 3rd level, and gain two additional maneuvers each at levels 7, 10, and 15.  At each level where you learn new maneuvers, you can replace an already known maneuver with a new one of the same level in addition to the additional maneuvers you gain.

Saving throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.  The saving throw DC is calculated as follows:

      - Maneuver save DC = 8 + Proficiency Bonus + Wisdom Modifier

 

Avalanche of Blades

Immediately after you take the attack action on your turn, you may spend 1 Ki point to make one melee weapon attack as a bonus action.

Emerald Razor

When making a melee weapon attack, you may spend 1 Ki point to add your Wisdom modifier to the attack roll, which may be added after the attack action is rolled.

Exorcism of Steel

As an action, you may spend 1 Ki point to make an attack against a single creature.  On a hit, the target makes a Strength saving throw.  On a failed save, the creature has disadvantage on all attack rounds for a number of rounds equal to your Wisdom modifier.  The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Iron Shout

As a bonus action, you may spend 1 Ki point to cast compelled duel on one target that can hear you within 30 ft. without a spell slot or spell components.

Moment of Alacrity

At the beginning of combat, you may spend 1 Ki point to add your Wisdom modifier to your initiative roll.

Quicksilver Motion

By spending 1 Ki point, you may take the dash action as a bonus action on your turn, and your movement speed is doubled for that turn.

Steel Wind

By spending 1 Ki point, you can use the disengage as a bonus action on your turn, and your [movement]jump[/movement] distance for the turn is tripled

Wall of Blades

By spending 1 Ki point, you may use your reaction to add your proficiency bonus to your armor class until the start of your next turn.  You must be wielding your signature weapon in order to maintain the bonus to your armor class.

Signature Weapon

When you choose this Fighter archetype at third level, you select a weapon into which you are highly specialized.  You may select a single one-handed weapon or a versatile melee weapon, or two light melee weapons.  When selected, this weapon will become your signature weapon, and the weapon's power grows as you gain Kensai levels.  You can only declare one signature weapon at a time.

You may transfer magical power from a weapon that you find on an adventure into you signature weapon.  Doing so will require 8 hours of downtime and 100 gp worth of components and ritual equipment.  When the ritual is completed, your signature weapon will have the same properties as the weapon that was found, and the weapon from which magical energies were transferred will become a normal weapon.  

Should this ritual be performed on a signature weapon already imbued with magical properties from another ritual, those original properties will be removed and replaced with the new properties.

If you loose your signature weapon, it may be replaced by performing a ritual that requires 8 hours of downtime and a new weapon to designate as the signature weapon.

Kenjutsu

At third level, your study and devotion to your signature weapon has given you mastery that few could ever hope to achieve.  When fighting with your signature weapon you gain the following benefits:

- You may use Dex instead of Str for the attack and damage rolls of your signature weapon

- When wielding your signature weapon, wearing no armor, and not wielding a shield, your AC will be modified to the following:

      - AC = 10 + Dex modifier + Wis modifier

Budo

At 7th level, your mastery over your Ki is expanded.  Not only useful on the battlefield, you learn to use your Ki at all time, allowing it to direct you as much as your direct it.  You can spend Ki points to produce the following effects:

- You may spend 2 Ki points to cast the spell enhance ability without a spell slot or spell components

- You may spend 1 Ki point to gain proficiency in either Persuasion or Intimidation until you take a short rest

Bujustu

At 10th level, you have honed your mastery over your signature weapon.  You may select an additional fighting style from the following options:

- Dueling

- Great weapon fighting

- Hand-and-a-half

- Two-weapon fighting

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 re-roll the die and use 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.

Hand-and-a-Half

Other

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Improved Ki

At 15th level, you have learned the harness your Ki more efficiently.  Before you roll initiative for combat, if you have no Ki points in your pool, you instantly regain 3 Ki points.

Bushi

At 18th level, you become an almost unparalleled master of combat, learning to submit to your Ki and let it guide your actions.  As a bonus action, you may spend 5 Ki to flood your body with energy, granting you a bonus equal to your Wis modifier on all attack rolls, saving throws, and skill checks for 1 minute.  Once you use this ability, you must take a long rest before you can use it again.

Wis modifier bonus to attack rolls

Gain your wisdom modifier to attack rolls after spending 5 Ki points

Wisdom modifier to all saving throws

Add your wisdom modifier to all saving throws after spending 5 Ki points

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