Ansatsuken (5e Class)
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Ansatsuken[edit]
Ansatsuken, aka Assassination Fist, is a martial arts style designed to kill an opponent.
Creating an Ansatsuken[edit]
As you create an Ansatsuken, consider what drives your character to walk this demanding path of martial discipline and spiritual mastery. What does the way of Ansatsuken mean to your character? Is it a tool for self-perfection, a weapon of vengeance, or a philosophy of balance between power and restraint?
What first drew your character to the art? Were they trained by a reclusive master, self-taught through hardship, or a former student of a now-corrupted school? Do they pursue strength to protect others, to test their limits, or to surpass a rival?
Finally, what lies beyond the fight for your character? Do they seek redemption, enlightenment, recognition, or peace? A practitioner without intent is simply a weapon waiting to be used, so ask yourself: What purpose does your power serve?
- Quick Build
You can make an Ansatsuken quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete background.
Class Features
As a Ansatsuken you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Ansatsuken level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ansatsuken level after 1st
- Proficiencies
Armor: Light armor
Weapons: Club, quarterstaff
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Ki | Martial Arts |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | - | 1d4 |
2nd | +2 | Ki | 2 | 1d4 |
3rd | +2 | Hado Attunement | 3 (4) | 1d4 |
4th | +2 | Ability Score Improvement | 4 (6) | 1d4 |
5th | +3 | Extra Attack | 5 (8) | 1d6 |
6th | +3 | Hado Attunement Feature, Ki-Empowered Strikes | 6 (10) | 1d6 |
7th | +3 | Sweep and Throw, Uncanny Dodge | 7 (12) | 1d6 |
8th | +3 | Ability Score Improvement | 8 (14) | 1d6 |
9th | +4 | Follow-Up Strike | 9 (16) | 1d6 |
10th | +4 | Ansatsuken Master | 10 (18) | 1d6 |
11th | +4 | Focus Attack, Hado Attunement Feature | 11 (20) | 1d8 |
12th | +4 | Ability Score Improvement | 12 (22) | 1d8 |
13th | +5 | Know Your Enemy | 13 (24) | 1d8 |
14th | +5 | Renewed Focus | 14 (26) | 1d8 |
15th | +5 | Battle-Hardened | 15 (28) | 1d8 |
16th | +5 | Ability Score Improvement | 16 (30) | 1d8 |
17th | +6 | Hado Attunement Feature | 17 (32) | 1d10 |
18th | +6 | Limit Break | 18 (34) | 1d10 |
19th | +6 | Ability Score Improvement | 19 (36) | 1d10 |
20th | +6 | Perfect Self | 20 (38) | 1d10 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Martial Arts[edit]
At 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ansatsuken levels, as shown in the Martial Arts column of the Ansatsuken table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Ki[edit]
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your ki points are shown in the Ki Points column of the Ansatsuken table.
You can spend these points to fuel various ki features. You start knowing the following ki features. You may learn more ki features as you gain levels in your Hado Attunement.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.
You use your Constitution modifier when setting the saving throw DC for your ki features and when making an attack roll with one.
Ki Save DC = 8 + your proficiency bonus + your Constitution modifier Ki Attack Modifier = your proficiency bonus + your Constitution modifier
- Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Hadoken. As a bonus action, you can spend 1 ki point to unleash a surge of energy at a creature you can see within 60 feet. Make a ranged spell attack using your Ki Attack Modifier. On a hit, the target takes bludgeoning damage equal to your Martial Arts die + your Constitution modifier.
- Shoryuken. As an action, you can spend 2 ki points to launch a rising uppercut with overwhelming force. Make a melee spell attack with an unarmed strike against one creature within 5 feet. On a hit, the creature takes bludgeoning damage equal to your 2 Martial Arts die + Constitution and must succeed on a Strength saving throw or be launched 10 feet into the air, fall prone, and take falling damage as normal. Objects and other creatures vertically aligned within a 5-foot column above the target (up to 10 feet high) are also affected by the attack if they are within reach, and must make a Strength saving throw or suffer the same effects.
- Tatsumaki. As a bonus action, you can spend 1 ki point to perform a spinning kick that moves you up to 10 ft. You can move through hostile creatures' spaces during this movement. Make a melee spell attack against each creature whose space you pass through. On a hit, the target takes bludgeoning damage equal to your Martial Arts die + your Constitution modifier and must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you.
Hado Attunement[edit]
When you reach 3rd level, you commit yourself to a Hado Attunement. Choose between the following: Satsui no Hadō, Kyoi no Hadō, or Spirit of Flame Your attunement grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes[edit]
Starting at 6th level, your mastery of ki allows your unarmed strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you can choose the damage type of your unarmed strikes based on your Hado Attunement. The available damage types are detailed in each attunement’s description.
Sweep and Throw[edit]
At 7th level, your mastery of close-quarters combat allows you to put your opponent off balance.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can force the target to make a Strength saving throw. On a failed save, you throw the creature to the ground and knock it prone.
Uncanny Dodge[edit]
Starting 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.
Follow-Up Strike[edit]
Starting at 9th level, whenever you score a critical hit on an enemy, you can use your reaction to make an additional attack against them. If that creature is reduced to 0 hit points by the initial attack, you can instead target another creature within 5 feet of it.
Ansatsuken Master[edit]
At 10th level, you have mastered the core technique of your fighting style, allowing you to unleash more powerful variations of your signature attacks. When you use your Shoryuken or Tatsumaki, you can enhance the effects by spending additional ki points.
Shin Shoryuken When you use the Shoryuken, you can turn your attack into a pillar of destruction.
- Destructive Blow. Spend 1 additional ki point to roll an additional Martial Arts die for the damage.
- Skyward Launch. Spend 1 additional ki point to increase the vertical range by 10 feet. Creatures hit are launched an additional 10 feet upward. You may spend multiple ki points this way, up to your proficiency bonus.
Shinku Tatsumaki Senpukyaku When you execute the Tatsumaki, you fuel your ki into your legs, turning your spinning kick into a whirlwind vacuum of destruction.
- Hurricane Impact. Spend 1 additional ki point to roll an additional Martial Arts die for the damage.
- Reaction Lock. Spend 2 additional ki points to prevent all affected creatures from taking reactions until the end of your next turn.
Focus Attack[edit]
At the 11th level, you learn to turn defense into offense with a perfectly timed counterstrike.
When a creature targets you with an attack, you can use your reaction and expend 4 ki points to make an unarmed strike against that creature before the attack is resolved.
On a hit, the target takes damage as normal and an additional 5 damage and must succeed on a Constitution saving throw or be stunned until the start of their next turn, missing its attack against you.
Know Your Enemy[edit]
Starting at 13th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
Renewed Focus[edit]
At 14th level, you can focus your ki to rapidly restore your vitality in moments of calm.
As a bonus action, you can spend 2 ki points to regain hit points equal to 1d10 + your proficiency bonus, but only if you haven't been hit by an attack since the end of your last turn.
Battle-Hardened[edit]
Starting at 15th level, your body has grown hardened from constant training and battle. You gain resistance to bludgeoning damage.
Limit Break[edit]
At 18th level, your training pushes you beyond mortal limits. Your Dexterity score increases by 2, and your maximum Dexterity score increases to 22.
Perfect Self[edit]
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Hado Attunements[edit]
Satsui no Hadō[edit]
Also known as the Surge of Killing Intent, the Satsui no Hadō is the purest expression of the Ansatsuken philosophy, a martial art that embraces violence as a means to achieve absolute victory. This dark energy draws its strength from the primal instincts of destruction, domination, and the relentless will to overcome. Those who tap into the Satsui no Hadō must be utterly committed to perfection through strength, even at the cost of morality or sanity. Only those who are willing to kill, not out of hatred, but out of necessity and drive, can unlock its full potential.
However, the Hadō is not without cost. An untrained or weak-willed mind risks losing itself to madness, consumed by rage, obsession, or bloodlust. To master the Satsui no Hadō is to walk a razor's edge between power and oblivion.
Dark Manifestation[edit]
Beginning at 3rd level, your ki begins to twist with otherworldly energy, and the immense power begins to alter your physical form. You gain the following features:
- Murderous Ki. Whenever you use a ki feature that deals bludgeoning damage, you can choose to have it deal force damage instead.
- Parasitic Power. You gain 1 additional ki point when you reach this level, and again each time you gain a level in this class. However, your hit point maximum is reduced by 2 each time you gain a level in this class.
- Frightful Presence. When initiative is rolled, you can choose any number of creatures that can see you within 120 ft, and are of a lower level than you. Each chosen creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, that creature is immune to your Frightful Presence for the next 24 hours.
Killing Intent[edit]
At 6th level, as a bonus action, you can spend 5 ki points to mark a creature you can see as your target. The mark lasts for 1 minute, or until you are knocked unconscious, or until the end of your turn if you haven’t dealt damage to the target or taken damage from it since your last turn.
While the target is marked, you gain a +1 bonus to damage rolls against it. This bonus increases by 1 at the start of each of your turns, to a maximum equal to double your proficiency bonus.
Ashura Senku[edit]
At 11th level, you learn to move swiftly, blurring the line between motion and illusion. When you take the Dash action on your turn, you gain the following benefits until the end of that turn: You do not provoke opportunity attacks. You can move through other creatures’ spaces without expending extra movement, though you can’t end your movement in an occupied space. Additionally, if you move through a creature's space or end your movement within 5 feet of it during this Dash, you can spend 3 ki points to make one melee weapon attack against that creature as part of the same action. You can use this feature a number of times equal to your proficiency bonus per use of the Dash action.
Shun Goku Satsu[edit]
At 17th level, all of your training has culminated in the development of a forbidden technique feared even by gods: the Shun Goku Satsu, also known as the Raging Demon.
As an action, you can expend 20 ki points to target one creature within the reach of your movement speed. The target must make a Constitution saving throw. On a failed save, the target takes 12d10 + your Constitution modifier force damage, is knocked prone, and is stunned until the end of your next turn. On a successful save, the target takes half as much damage and suffers no other effects. If the target is native to a different plane of existence than the one you're on, it must also make a Charisma saving throw. On a failed save, it is banished to its home plane for 1 minute. If you fall unconscious before the effect ends, the target reappears in its original space (or the nearest unoccupied space). Otherwise, it does not return.
You can only use this feature when you are at or below half your hit point maximum and once you use this feature, you can't do so again until you finish a long rest.
Kyoi no Hadō[edit]
Also known as the Power of Nothingness, the Kyoi no Hadō is a rare state of spiritual awakening, achieved through deep spiritual and mental refinement. As the antithesis of the Satsui no Hadō, this power arises not from rage or ambition but from the ability to act without attachment, free of fear, anger, pride, and ego.
Those who awaken to this state draw upon the contents of their heart with pure intuition, unburdened by hesitation or doubt. They are aware of the world and their place within it, moving in harmony with all of creation. Freed from desire, worry, and distraction, they become one with the moment. Those who walk this path pursue enlightenment not as an abstract goal, but as a living force, one that grants them insight beyond mortal limits. They can suppress their emotions in battle, anticipate danger before it strikes, and briefly transcend the material world to become untouchable.
But this path is not one of passivity. In the hands of a true master, serenity can be as deadly as fury.
lvl 3
lvl 6
lvl 11
lvl 17
Spirit of Flame[edit]
lvl 3
lvl 6
lvl 11
lvl 17
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Ansatsuken class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Constitution.
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiency: light armor.
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