Base Class: Fighter
This class is also known as the Sword Saints, and consists of a warrior who has been specially trained to be one with his sword. They are deadly fast, and trained to fight without encumbrance.
Ki damage
At 3rd level he gains 1d6 of damage with his bonded weapon. This bonus damage can be either [fire] or [cold]. At 6th level this die become 2d6 of damage (Add [fire] and [cold] to your list), 3d6 at 10th, (add [lightning] and [Thunder] to your list) and 4d6 at 15th (Add [Psychic] and [Acid] to your list). You may have any combination of [type] damage on your weapon that you choose, however to add or to change a weapon [type] you must meditate for a long rest with your bonded weapon in hand. If you have more than one bonded weapon, you must meditate with all of them at once.
At 15th level his attacks bypass resistances to his damage with his bonded weapon, but not damages from other sources.
ki precision
The kensai's chosen weapon becomes magical in his hands and increases in power as he levels.
Kensai's bonded weapon gains +1 to hit at 3rd level, this bonus increases at 8th level to +2 and again at 12th level to a total of +3.
At level 6 the kensai's bonded weapon becomes keen (19-20 crit chance). This bonus increases at level 18 to (18-20).
Precision increase
Your to hit increases again at 12th level.
Precision increase
Your attacks hit with an additional +1 at 8th level.
Fear immunity
At 10th level, the Kensai is immune to the frightened condition.
Quick Reflexes
The kensai gains advantage to his initiative rolls as long as he is not surprised in a round.
Always Ready
Starting at 7th level a kensai can never be surprised and can act freely during any surprise round.
Dual Wield
At level 7, the kensai can wield two weapons simultaneously.
AC Increase
You become harder to hit as you level, your AC is equal to you 10+ DEX bonus + WIS bonus
At level 3 this bonus increases by 1 and increases again at 5th and 9th for a total of +3
AC Increase
Your armor class increases by +1.
AC Increase
Your armor class increases by an additional +1.
Menacing Aura
Starting at 10th level the kensai emits a menacing aura, all creatures within 60' that he chooses must pass a WIS save (D.C. 8+Cha+Proficiency bonus) or become frightened of the kensai for up to 1 minute. A creature that passes this save cannot be affected by it again for 24 hours. The Kensai can only do this once per short rest.
Meditation
Meditation is a state of deep concentration. By meditating, the kensai focuses and regains his energies. One hour of uninterrupted meditation is as restful as two hours of sleep. While meditating, the kensai is oblivious to hunger, thirst, heat and cold (but not their magical damages). He is still conscious and aware o his surroundings, however, so he does not suffer any penalties on surprise or initiative dice rolls.
Master Strike
At 7th level, through training with his particular weapon and his mental practice, the kensai learns to focus his ki power. This lets him cause maximum damage with a single attack when using his bonded weapon. The player must announce that the kensai character is using this power before rolling the die to determine whether the kensai hits his opponent. If the opponent is hit, the weapon automatically causes it's maximum damage plus any other damage bonuses the kensai has. The kensai can use this power a number of times per day equal to one half of his class level. (All damages from the kensai's bonded weapons are maximized however, if he has damages outside of that, those are not maximized and are added in afterwards as normal.)
Whirlwind Attack
At 15th level the kensai can make a whirlwind attack. This is an additional ki power. The kensai concentrates his bodily energy and bursts into a blurring whirlwind o motion. The whirlwind attack can only be made with the specialty weapon. Using this power, the kensai can attack all opponents within his reach. He makes a separate attack verses all opponents within his reach once. This attack uses up all of his attacks in the round it is used.
Two swords strike as one
At 7th level the Kensai is able to strike an additional time in a round as a bonus action. At 7th level the Kensai is able to strike an additional time in a round as a bonus action. You may use this bonus action a number of times equal to your proficiency bonus before needing a short rest to reset.
Extra Attack
The kensai is able to attack an additional time as a bonus action.
Weapon Bond
At 3rd level, you can choose one weapon to bond too, you may bond up to 3 weapons. To bond to a weapon you must meditate with the weapon in your lap for a longrest. While bonded you will attack with disadvantage if you use any other weapon that you are not bonded too. (You may not have any magical weapon as a bonded weapon, usage of such is restricted).
You begin play with a single common quality weapon of your choice, you are proficient with this weapon, this weapon is your bonded weapon.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated.
Previous Versions
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4/11/2021 4:00:35 PM
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