Kensei (5e Class)

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Kensei[edit]

The Pinnacle of Swordsmanship[edit]

Achieving complete mastery of the sword and obtaining the honor of sword saint. The refinement of their blade to the peaks of their limits are their highest goal, striving to achieve powerful techniques to help bolster their swordsmanship. Whatever makes one obtain the status of Kensei one thing is certain, they will go forth to ultimately perfect their own unique style of swordsmanship reinforced by their mind, body, and spirit.

Creating a Kensei[edit]

Where you trained professionally under the guidance of a word class master of the sword, a genius of unimaginable depths honing your sword in solitude, or someone who has awoken powerful abilities with the sword almost as if fated to be its master? Whatever fate you decide you choose for yourself where your blade shall be pointed and the principles behind it as Kensei come in all shape and sizes with unique weaponry stretching the very limit of what can be called swordsmanship.

Quick Build

You can make a Kensei quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background. Third, choose chain mail, two longswords, a light crossbow with 20 bolts, and the explorer’s pack.

Class Features

As a Kensei you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kensei level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kensei level after 1st

Proficiencies

Armor: All Armor
Weapons: Simple weapons, martial weapons
Tools: A Gaming set or Artisan’s tool
Saving Throws: Dexterity, Wisdom
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor
  • (a) a martial weapon and a simple weapon or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 5d4x10gp in funds.

Table: The Kensei

Level Proficiency
Bonus
Features Ki Points
1st +2 Bushido Training 0
2nd +2 Ki, Techniques 2 + Wisdom modifier + Constitution modifier
3rd +2 Sword Style 3 + Wisdom modifier + Constitution modifier
4th +2 Ability Score Improvement, Unyielding Soul 4 + Wisdom modifier + Constitution modifier
5th +3 Extra Attack 5 + Wisdom modifier + Constitution modifier
6th +3 Honed Edge, Techniques 6 + Wisdom modifier + Constitution modifier
7th +3 Sword Style 7 + Wisdom modifier + Constitution modifier
8th +3 Ability Score Improvement 8 + Wisdom modifier + Constitution modifier
9th +4 Techniques 9 + Wisdom modifier + Constitution modifier
10th +4 10 + Wisdom modifier + Constitution modifier
11th +4 Sword Style 11 + Wisdom modifier + Constitution modifier
12th +4 Ability Score Improvement, Honed Edge 12 + Wisdom modifier + Constitution modifier
13th +5 Techniques 13 + Wisdom modifier + Constitution modifier
14th +5 14 + Wisdom modifier + Constitution modifier
15th +5 15 + Wisdom modifier + Constitution modifier
16th +5 Ability Score Improvement, Techniques 16 + Wisdom modifier + Constitution modifier
17th +6 Sword Style 17 + Wisdom modifier + Constitution modifier
18th +6 18 + Wisdom modifier + Constitution modifier
19th +6 Ability Score Improvement 19 + Wisdom modifier + Constitution modifier
20th +6 20 + Wisdom modifier + Constitution modifier

Bushido Training[edit]

At 1st level, your dedication to the sword gives you versatility in the use of Kensei weapons, which are any simple or martial melee weapons that deal slashing or piercing damage and don't have the two-handed or heavy property. You gain the following benefits while you are wielding only Kensei weapons and you aren't wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your weapons.
  • When attacking with a Kensei weapon you may choose to deal either slashing or piercing damage.

Ki[edit]

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Kensei level determines the number of points you have, as shown in the Ki Points column of the Kensei table. 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 must spend at least 30 minutes of the rest meditating to regain your ki points.

Techniques[edit]

Beginning at 2nd level you start cultivating your skills into the ultimate kind of martial expression in the form of techniques. You start off gaining two techniques and gain two additional techniques at 6th, 9th, 13th, and 16th level, additionally you may forgo taking an Ability Score Improvement and instead gain a technique. Each technique comes with four levels a beginner, intermediate, master, and ultimate level. At any point when you would gain a technique you may instead choose to advance a technique provided you meet the prerequisite. A technique can only be applied to a Kensei weapon. The techniques you may learn are as follows:

• Ki Refinement Technique

A technique revolving around integrating and empowering yourself with ki.

• At the beginner level of this technique you are able to bolster your movement granting you a 10 feet speed increase as long as you have one ki point. Additionally on your turn you may spend 1 ki point to take the Dash or Disengage action as a bonus action on your turn, and your jump distance is doubled for the turn.
• At the intermediate level of this technique you’re able to fully consolidate ki into your body, further bolstering your movement speed to a 20 feet speed increase as long as you have one Ki point. You’re able to circulate ki and speed up your body’s natural recovery speed, on your turn as a bonus action you may spend 2 ki points to regain hit points equal to 1d10 + your Kensei level.
• [Prerequisite: Level 10] At the master level of this technique you’re able to meld your ki into inanimate objects. As a bonus action on your turn you may infuse a melee weapon you’re wielding with ki granting it a bonus depending on the amount of points spent. If 2 ki points were spent the weapon becomes a +1 weapon, if 4 ki points were spent the weapon becomes a +2 weapon, if  6 ki points were spent the weapon becomes a +3 weapon. This effect last for 1 minute or until dismissed as a bonus action, additionally when you miss a creature with a melee weapon under this effect you can spend 2 ki points to roll a d20 and must use the result in place of the d20 of your attack roll.
• At the ultimate level of this technique you’re manipulation of ki has become so refined you’re able to draw latent ki out of other sources. Whenever you kill a creature or score a critical hit on an attack roll you gain a number of ki points equal to your proficiency bonus.


• Iron Body Technique

A technique to forge one’s body into the ultimate line of defense against any physical form of assault.

• [Prerequisite: 14 Constitution Score] At the beginner level of this technique your body hardens to face the harshness of reality. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity or Strength modifier + your Constitution modifier. Additionally you do not suffer the negative effects of extreme weather conditions.
• At the intermediate level of this technique your body is resolved to take the burdens of  any physical strain. When you would be made to roll a Strength or Dexterity check or saving throw you may use your Constitution modifier. Additionally you gain resistance to bludgeoning, slashing, and piercing damage. 
• At the mastery level of this technique you have reforged not only your body but your mind until they rival the hardness of diamonds. You gain advantage on saving throws against being frightened or charmed. You gain resistance to cold and fire damage.
• [Prerequisite: 18 Constitution Score] At the ultimate level of this technique your body bolsters itself upon impact like a stone sharpening itself. As a reaction to taking damage you may gain half the damage dealt as temporary hit points 


• Black Heavens Technique

A technique based on surpassing the very limits of the body, consciousness, and the subconsciousness.

• At the beginner level of this technique the user pushes their mind and body to the limit driving them into a fit of rage. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged twice you must finish a long rest before you can rage again.
• At the intermediate level of this technique you have learned to embrace the unbridled rage that comes with overcoming your limits and lean into it furthering your strength. While raging whenever you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
• [Prerequisite: 16 Strength and Constitution Score] At the master level of this technique you slowly grasp more control over the fit of rage you enter when exceeding your limits pushing your body to detrimental levels. While raging you have resistance to all damage except psychic damage. Additionally while raging on your turn you may take one additional action, for each use of this feature gain a point of exhaustion once your rage ends. Whenever you take and additional action on your turn roll an Intelligence saving throw vs DC 16, upon failure you rampage attacking randomly until the end of your next turn, upon success nothing happens.
• At the ultimate level of this technique you have begun to ascend past the limits of not only your mind and body but as well as your ki itself, straining your self to draw out every bit of ki inside you. Once per turn as a bonus action you may gain a number of ki points equal to your proficiency modifier, taking damage equal to double the amount gained.


• Flowing Petal Technique

This technique aims to mimic the petals floating in the wind granting the user swift and elusive movement.

• At the beginning level of this technique you’ve developed the fundamentals of movement becoming as swift as the wind. On your turn as a bonus action you may vanish and reappear in a point you can see up to 15 feet away from your original position. Additionally on your turn you may spend 1 ki point to take the Dodge action as a bonus action on your turn.
• At the intermediate level of this technique your dedication to the movement of the wind has made you next to impossible to predict. You may now vanish and reappear as a bonus action up to 30 feet away, additionally your first attack roll after this movement gains advantage. 
• [Prerequisite: 16 Dexterity Score] At the master level of this technique you’ve learned to utilize this movement in the most vital of moments, executing it at the blink of an eye. As a reaction to an attack or spell that you can see targeting you or resulting in you being in its area of effect, you may make a Dexterity saving throw vs your enemies spell save DC or attack roll. Upon failure you are still targeted by the attack or spell then vanish and reappear up to 10 feet away after it resolves, upon success the attack or spell misses you and you vanish and reappear up to 20 feet away. You may use this feature a number of times equal to your proficiency modifier, regaining all expended uses on a long rest.
• At the ultimate level of this technique you’ve learned to fully make the movements your own and slash your enemies in the same breath. You may now vanish and reappear as a bonus action up to 60 feet away, additionally whenever you vanish and reappear as a part of this technique you may make a melee weapon attack at advantage.


• Chromatic Coalescence Technique

This technique allows you to mimic the mighty chromatic dragons drawing in the elements of fire, lightning , poison, acid, or cold into your ki and utilizing them at you whim .

• [Prerequisite: 14 Charisma Score] At the beginner level of this technique you learn to draw in all five elements utilizing your ki and strengthening your attack. As a bonus action on your turn you may spend 2 ki points to emit one of the five elements and grant a weapon your holding an additional 1d4 damage of either fire, lightning, poison, acid, or cold damage wrapping your weapon in the element of your choosing. This last for 1 minute or until dismissed as a bonus action on your turn.
• At the intermediate level of this technique you’re able to further control your elemental manipulation coating yourself in them to bolster your defense. Whenever you use the feature to wrap you weapon in one of the five elements it gains an additional 1d6 instead of 1d4. As a bonus action on your turn you may spend 3 ki points and pick one of the five elements to wrap you in an appearance of your choosing granting you resistance against the damage type chosen, whenever a creature within 10 feet of you hits you with a melee attack they take damage equal to your Charisma modifier of the element you chose. This last for 1 minute or until dismissed as a bonus action on your turn. You may wrap yourself in the five elements and coat your weapon for 4 ki points.
• At the master level of this technique you are able to fully emit and project one of the five elements at your enemies. When you take the Attack action on your turn, you can spend 5 ki points to replace one of your attacks with an exhalation of elemental energy in a 30-foot line that is 5 feet wide or a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature takes 4d10 + your Charisma modifier damage of one of the five elements. On a successful save, it takes half as much damage.
• At the ultimate level of this technique you have garnered complete manipulation of the five elements under your command, using them to fuel you rather than harm you. You gain resistance to each of the five elements, additionally whenever you would use the feature to coat yourself in one of the five elements you gain immunity to the damage type chosen. Whenever you would take damage from one of the five elements you gain ki points equal to your Charisma modifier, this feature works when targeted by an element you are immune to.


• Razor Wind Technique

A technique designed to slash through the very air itself and use it to compliment your swordsmanship.

• At the beginner level of this technique you learn to slash at the wind sending your attack forward cutting anything in its path. When you take the Attack action on your turn, you can replace one of your melee weapon attacks with a flying slash that deals 2d4 force and has a range of up to 60 feet.

• At the intermediate level of this technique you’re able to further manipulate the wind employing your ki swinging forth a giant blade of wind. When you take the Attack action on your turn, you can spend 3 ki points to replace one of your attacks into 10-foot tall wind wall slashing through a straight line. Creatures in a 5-foot wide, 60-foot-long line originating from you must make a Strength saving throw. Creatures take 3d8 force damage and are thrown backwards 30 feet  prone on a failed save. On a success they take half damage and no further effects.
• At the master level of this technique you’re able to command the winds with your sword forming twisters to tear apart your enemies. When you take the Attack action on your turn, you can spend 6 ki points to replace one of your attacks with a vicious swing of your sword conjuring forth a 5-foot tall, 5-foot wide vortex of razer sharp wind. A creature takes 6d4 slashing damage when it enters the vortex’s area for the first time on a turn or starts its turn there. As a bonus action, you can move the vortex up to 30 feet. When you move the vortex , you can direct it over barriers up to 10 feet tall and jump it across pits up to 20 feet wide. This feature requires concentration as if concentration on a spell.
• At the ultimate level of this technique you learn to conjure the vortex of winds formed by your slash to counter your enemies. As a reaction to an attack or spell that you can see targeting you or resulting in you being in its area of effect, you may spend 8 ki points to make a melee weapon attack vs your enemies spell save DC or attack roll. Upon failure you are still targeted by the attack or spell. Upon success the attack or spell is cancelled being swallowed away by the vortex, dealing 3d10 + Charisma modifier force damage to a target within 30 feet. 


• Fleeting Crescent Technique

A technique developed to quickly eliminate multiple assailants at once stealthily.

• At the beginner level of this technique you practice honing you skills to the point of being a shadow, quickly eliminating multiple opponents. Whenever you learn this feature gain proficiency in Stealth, if you already have proficiency in Stealth gain expertise instead. When you make a melee weapon attack you may spend 2 ki points to instead attack all creatures within range with the same weapon. You roll the same attack and damage roll for each creature in range. 
• [Prerequisite: 15 Dexterity and Wisdom Score] At the intermediate level of this technique you begin to eliminate your presence altogether within the shadows. You can take the Hide action while in plain sight, if you are within 5 feet of an area of dim light or darkness, you have advantage on Dexterity (Stealth) checks and attack rolls. In addition, while you are in an area of dim light or darkness you become invisible if you stay immobile. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
• At master level of this technique your swiftness in eliminations reaches astonishing speed, giving you the ability to swipe at anyone in your path. Whenever you take the Dash action you may spend 4 ki points entering a special dash, while in this dash you can quickly strike a creature you pass. You make a single melee weapon attack as part of the dash action as long as you move at least 10 feet beforehand, a creature may only be hit once each turn with this feature. If a creature you hit with this weapon attack attempts to hit you with an opportunity attack on the same turn, they have disadvantage on the attack.
• At the ultimate level of technique you’re able to truly become one with darkness, allowing you disappear into the night and use its shade to your benefit. While you are in an area of dim light or darkness you may teleport to a point you can see within 60 feet that’s in an area of dim light or darkness. Additionally while in an area of dim light or darkness you may spend 7 ki points to give your attacks advantage until the end of your turn.


• Rikugun Technique

A technique developed not for the benefit of the user but the bolster of their allies and demoralization of their enemies.

• At the beginner level of this technique you learn to boom your voice letting loose a thunderous sound sending shivers down your enemies spines. As a bonus action, choose an enemy that can hear you: the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The enemy may repeat the saving throw at the end of each of their turns. The save DC equals 8 + your Wisdom modifier + your Proficiency Bonus. You may use this feature a number of times equal to your proficiency modifier before needing a short or long rest.
• [Prerequisite: 16 Wisdom Score] At the intermediate level of this technique you’ve learned to to uplift your companions and have them rage on until their bitter end. As a bonus action, choose a number of allies equal to your proficiency modifier to gain temporary hit points equal to your Wisdom modifier + Kensei level. You may use this feature a number of times equal to your Wisdom modifier before needing a short or long rest.
• At the master level of this technique you may inspire your allies to to have full confidence in themselves, drawing out the best of their abilities. As a bonus action, choose a number of allies equal to your proficiency modifier. Your allies gain advantage and +2 on attack and damage rolls until the end of your next turn. Once you have used this feature twice you must finish a long rest before you can use it again.
• At the ultimate level of this technique you have learned to command your allies to the point of pure efficiency. As a reaction to a willing ally in sight, you may command them to take the attack action targeting a creature with 25 feet of them. Once you have used this feature twice you must finish a long rest before you can use it again.

Sword Style[edit]

At 3rd level, you choose a sword style that you strive to emulate in your techniques. Choose between the quickdraw Eishin-ryu or the dual fury Niten Ichi-ryu, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 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.

Unyielding Soul[edit]

Starting at 4th level your ki sustains and purifies you so that you suffer none of the frailty of old age, you can't be aged magically and no longer die of old age as your physique remains at its peak. Additionally you are immune to poison and disease while you have at least 1 ki point.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Honed Edge[edit]

Starting at 6th level, your weapon attacks score a critical hit on a roll of 19 or 20. This increase to a roll of 18-20 at 12th level.


The Eishin-ryu[edit]

Considered the foundation for many of the major styles of iai practised today, swordsmanship that emphasizes being aware and capable of quickly drawing the sword and responding to sudden attacks.


Iaijutsu

Starting at 3rd level you have begun your mastery over the quickdraw style of swordsmanship. This manifest in the following ways:

- You can draw or sheath a Kensei weapon as a bonus action

- Whenever you draw your Kensei weapon

- As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.


Patient Draw

Starting at 7th level, your concentration on one solid movement from sheath to attack have turned your sword draw into a far more deadly force. Whenever you draw a Kensei weapon then immediately attack, that weapon deals additional damage equal to its weapon die. This feature’s damage increases dealing an additional weapon damage die + your Wisdom modifier when you reach 10th level, this damage increases to an additional two weapon damage die + your Wisdom modifier at 15th.


Flowing Strikes

Whenever you reach 11th level you hands are so swift that they can barely be seen, becoming a true Iaido. You gain proficiency in Sleight of Hand, if you already have proficiency in Sleight of Hand gain expertise instead. Whenever you draw a Kensei weapon and then immediately attack you may stow it as apart of the same action.


Iaido Mastery

Starting at 17th level, your dedication to the quickdraw sword style has left you able to perfectly counter at an opponent’s openings. As a reaction to a creature missing you with a melee attack roll you may make an opportunity attack against them with advantage.

The Niten Ichi-ryu[edit]

A swordsmanship created by one of the world’s finest dual wielding swordsman ever known, utilizing two swords to unleash a fury of deadly assaults.


Binate Savant

Starting at 3rd level you have begun your mastery the duel wielding style of swordsmanship. This manifest in the following ways:

- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.

- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

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


Dual Flourish

Beginning at 7th level, you can attack three times instead of once whenever you take the Attack action on your turn. The number of attacks increases to four when you reach 13th level.


Kenjutsu

At 11th level you’ve learned to bolster your speed and attacks with ki furthering your deadly onslaught. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two melee weapon attacks as a bonus action.

Two Heavens as One

Starting at 17th level you two weapons become an extension of yourself moving in perfect harmony together as one or separating in a bisecting blur. Whenever you engage in two-weapon fighting with a weapon that have the versatile property, you deal damage as if you were using the weapon with two hands. If you take the Attack action on your turn with a Kensei weapon and have advantage on the attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Multiclassing[edit]

Due to the extreme amount of dedication and effort into solely swordsmanship you may not multiclass into or from the Kensei

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