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
Hi there. I have updated the subclass, but I have not "published" the content because I discovered that once it is published, it can no longer be edited.
I just looked at my homebrew content. There is another version out there with the same name: "Kensai." Its creation date is Jan 2019. It's not "published," but it looks like 55 other users are using the content. This version has more maneuvers that span higher levels.
Hope this helps.
Hey, you updating this archetype?
I just found it, and im using the original one, and i seen that there is missing a lot of manuevers.
Would be sad if this here is fully abandond o.o