Fighter
Base Class: Fighter

Kensai means “sword saint” or “swordmaster” and is usually applied to characters who have perfected the art of fighting with the sword – in particular, a katana. In the Oriental Adventures setting this is broadened to include almost any type of weapon. Thus, there may be Kensai who use halberds, Kensai who use swords, etc. The player is allowed to choose the Kensai character’s weapon of choice (referred to hereafter as the Kensai weapon); gaining proficiency if needed. In all cases, it is the Kensai’s aim to become the perfect master of their weapon. For one's consciousness and weapon to become one, acting on a single thought, is the ultimate goal of a Kensai. Eventually, a Kensai weapon will become an ancestral daisho if the Kensai that wields it becomes famous; passing it down within the Kensai’s family (see the samurai class for details on ancestral daisho). To achieve this spiritual unity the Kensai must master their weapon and themselves and must study and learn other arts. They must practice daily with their weapon, condition their body and purify their spirit through meditation and ordeal.

 

They often come from the samurai caste. But are not exclusively, many a Henshin has risen to become samurai by following this path.  The courts and Diamyos are often eager to become a patron of these masters to better improve the prestige of their dojos and skills of their Bushi - Explaining why Kensai duels are tacitly approved and often encouraged to break the tensions of Winter courts.

THE LIFE OF A KENSAI

Because of your dedication to perfecting a combat art, you must follow certain restrictions:

  • You can never use a magical weapon of the type of your Kensai weapon: in since such a weapon is not a true measure of your skill.
  • All types of armor are prohibited for the same reason.

A Kensai must train and practice for at least two hours a day. Any practice over two hours has no additional effect. Ignoring practice has no immediate effect; it comes into play when the character is ready to advance to the next level. Every two-hour practice session skipped must be made up before the character can advance. When catching up on missed practice, the character can practice up to four hours per day: two hours for that day’s practice and two hours making up for the missed practice.

Each time you advance a level, there is a percentage chance equal to 10 times their new level that they will be challenged to a duel. The challenger is a Kensai of the same level that you just attained.

Duel Ettiquette 

A duel is a one-on-one fight between two characters - or character and NPC. Neither character can receive aid or support from anyone else. Kensai characters must use their Kensai weapon, and don no armor in a duel. The duel can be a very formal affair at a pre-arranged site and time or an impromptu meeting of two characters - either are often at Winter Courts.

  • If the character refuses to duel, he has disadvantage on all attack rolls and a subject to bane (-1d4) until they attain a new level.

Consistently refusing a dual will cause a loss of honor (DM’s discretion). The Kensai can instead choose to lose an Honor point and not suffer these penalties. If they accept the duel and loses, they also will suffer disadvantage on all attack rolls until they attain their next level. Alternatively, the Kensai can instead choose to lose an Honor point and not suffer these penalties.

This duel doesn’t need to be fought to the death, however; the Kensai can agree on any conditions:

  • Surrender, first blood, or first strike are common ending conditions; even first draw can determine a victor, although this is rare.

Note that when the character reaches 10th level, they must fight a duel every level. A Kensai may be challenged to duel an NPC at any time, not just when he advances to a new level. Refusing or losing such a duel costs the Kensai honor (DM’s discretion) at a minimum the PC Kensai will have a bane  until they accept this specific dual, forfeits an Honor point or gains a level. A Kensai need not be of high birth as the fighting art of the class are available to everyone. However, family and honor are important. Gaining and maintaining honor are a vital part of the Kensai’s life; any Kensai whose honor falls below his family’s honor loses his status in the class (assume family Honor is 10 unless otherwise stated). Thereafter, the Kensai is treated as a [subclass]Nobushi[/subclass] and advances in level according to the [subclass]Nobushi[/subclass] character class. They lose none of the abilities they had as a Kensai, but their journey is at an end and can never gain new Kensai abilities

This is a [class]Fighter[/class] archetype.

NOTE:  Orignal work and credit go to Michael Mifsud in DM GUILD.  I only uploaded and tweak this as to use D&D Beyond for virtual Game

Way of the Void

3rd level Kensai features: 

KENSAI WEAPON  You choose your Kensai weapon. Once chosen this cannot be changed. The weapon must not be magical, however, like all inanimate objects, it has a kami spirit within it. Once you name your weapon the dormant Kami stirs:

  •  +1 damage bonus to the weapon (DM create item for and adds to your Inventory)

CLARITY Your Kensai weapon is the only defense you need, and you disdain armor which affects the Wa – harmony – between you and your weapon.

  • You lose all armor and shield proficiencies
  • Your AC equals 10 + your Dexterity modifier + your Proficiency modifier + your Honor Modifier. While you are wearing no armor and not wielding a shield, and in possession of your Kensai weapon

GRACE Whichever used,  once you use this ki power, you can’t do so again until you finish a short or long rest

  • If you have disadvantage on an attack(s) with your Kensai weapon, you may spend your bonus action to negate the disadvantage effect for that turn
  • You may also use this feature to add a boon (+1d6) to any attack roll instead, again as a bonus action

IAIJUTSU You are lighting quick to draw and strike with your Kensai weapon.

  • You gain advantage on initiative rolls when using your Kensai weapon
  • You gain Iaijutsu as a class skill 
  • You gain inspiration when entering into a psychic duel

Restriction: You negate all features if you don Armor and/or use a weapon besides your Kensai weapon

Clarity

 AC equals 10 + your Dexterity modifier + your Proficiency modifier + your Honor Modifier

 

Grace

  • If you have disadvantage on an attack with your Kensai weapon, you may spend your bonus action to negate the disadvantage effect for that turn.

OR

  • You may  add a boon (+1d6) to Kensai weapon attack roll.
 

Iaijutsu

 Advantage on Initiative when using your Kensai weapon - Iaijutsu as a class skill - Gain inspiration when entering into a psychic duel

 

Walk the Path

7th level Kensai  feature  Your Kensai weapon is considered Honorable for purposes of overcoming Damage resistance/immunity. Furthermore your mastery Has unlocked an elemental ring, choose an option from below:

  • Ring of Water - Attacks score a critical hit with Kensai weapon on a roll of 19 or 20.
  • Ring of Fire - You can add a level appropriate proficiency die to your damage with your Kensai weapon (DMG pg. 263)
  • Ring of Air - As part of your attack action with your Kensai weapon, you may move up to 10 feet as part of the same action. Attacking this suddenly leaves your target unprepared for the incoming strike, allowing you to use Iaijutsu even if your target has already taken its turn. This movement dose not trigger any Attack of Opportunity.
  • Ring of Earth. While wielding your Kensai weapon, you cannot become charmed, frightened, nor disarmed. You can't be surprised, hidden attackers have no advantage hitting you.
  • Ring of Void. As part of your attack action, you may convert your Kensai weapon damage to pyschic damage. A creature that takes psychic damage from this attack must also make a DC {10+{proficiency modifier}+{honor modifier}} Constitution saving throw or become stuned until end of its next turn.
Ring of Air

When you take the Attack action, you may move up to 10 feet as part of the same action. Attacking this suddenly leaves your target unprepared for the incoming strike, allowing you to use Iaijutsu even if your target has already taken its turn. This movement dose not trigger any Attack of Opportunity along its path to target. 

 

Ring of Earth

While wielding your Kensai weapon, you cannot become charmed, frightened, nor disarmed. You can't be surprised, hidden attackers have no advantage hitting you.

 

Ring of Fire

You can add a level appropriate proficiency die to your damage with your specialized weapon (DMG pg. 263)

Proficiency Die
Level Proficiency Bonus Proficiency Die
     
5th–8th +3 1d6
9th–12th +4 1d8
13th–16th +5 1d10
17th–20th +6 1d12
 

Ring of Void

As part of your attack action, you may convert your Kensai weapon damage to pyschic damage. A creature that takes psychic damage from this attack must also make a DC {10+{proficiency modifier}+{honor modifier}} Constitution saving throw or become stuned until end of its next turn.

 

Ring of Water

 Attacks score a critical hit on a roll of 19 and 20. 

 
 

Ki Dammage

10th level Kensai  feature You may choose to maximize the damage of your attack with your Kensai weapon. You regain uses of this ki power after a long or short rest.

Tsukumogami

15th-Level Kensai feature Upon successful completion of the level 15 duel your Kensai weapon has its kami awakened and becomes a magic item. The specifics of this weapon are to be worked out between you and the GM but should reflect your character and playstyle up to this point.  Rarity should be Legendary, upon your passing your Kensai weapon will revert to an Ancestrial Daisho - to be taken up anew by either future Kensai or Samurai of your Clan or family

Grasscutter

18th level Kensai  feature When you use your attack action, you can give up your regular attacks and instead make one melee attack against each opponent within reach. You must make a separate attack roll against each opponent. You regain uses of this ki power after a long rest.

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