Jaron Mortimer
First Post
Martial Archtype: Kensai
While others may devote themselves to strengthening their body to inhuman levels, leading a thousand men in mass combat, or in the subtle and deliberate arts of magic, the kensai has chosen to devote himself to perfecting his techniqe, and the will that guides it. By harnessing the mystical power of Ki, he turns himself into a perfectly guided sword point of death.
Signature Weapon
Starting at 3rd level, When you become a kensai, 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 simple or martial melee weapon, or two light simple or martial melee weapons; this becomes your signature weapon, and it grows in power as you grow in power.
You may not 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 a 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.
Kenjutsu
At 3rd level, your study and devotion to the blade has given you a mastery over combat that few could hope to achieve. When fighting with your signature weapon, you gain a number of different benefits
- You may use Dexterity instead of strength for the attack and damage rolls of your signature weapon.
- When wielding your signature weapon, if you are not wearing armor or using a shield, you may calculate your AC as 10 + dex mod + Wisdom mod.
Martial Discipline
When you take this archetype at 3rd level, you learn a number of maneuvers fueled by your Ki. Your Fighter level Determines the number of Ki points you have. You gain back all expended Ki points following a short or long rest.
You learn three manuevers to start, and two more at 7th, 10th and 15th level. Each time you learn new maneuvers, you may elect to replace old ones. Some maneuvers require a saving throw; if it does, the DC is equal to 8 + your Proficiency Modifier + your Wisdom Modifier.
Budo
At 7th level, your mastery over your ki grows and expands. Not simply useful on the battlefield, you learn to use your Ki at all times, allowing it to direct you as much as you direct it. You can spend ki points to produce a variety of effects:
- You may spend 2 ki points to cast the Enhance Ability spell without a spell slot.
- You may spend a 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 sword. You may select an additional fighting style from the list below:
- Two-weapon fighting
- Hand-and-a-half
- Great Weapon Fighting
- Dueling
Additionally, your Signature weapon is always treated as magical as long as you are wielding it.
Improved Ki
At 15th level, you've learned to 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 wisdom 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 do so again.
Maneuvers
Moment of Alclarity
- At the beginning of combat, you may spend 1 ki point to add your Wisdom modifier to your Initiative roll.
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. You may do this after the attack is rolled.
Exorcisim of Steel
- As an action, you can spend 1 ki point to to make an attack against a single target. If you hit, that target makes a strength save: on a failure, it has disadvantage on all attack rolls for a number of rounds equal to your wisdom modifier; On a success, it has disadvantage on it's next attack roll.
Iron Shout
- As a bonus action, you may spend 1 ki point to cast the spell Compelled Duel on one target that can hear you within 30 ft.
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 Disengage as a bonus action on your turn, and your Jump 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 AC until the start of your next turn. You must be wielding a kensai weapon in order to maintain this bonus to your AC.
Iron Heart Surge (level 7 required)
- As an action, you may spend 2 ki points to immediately end an ongoing negative status or effect currently affecting yourself.
Iron Heart Focus (level 7 required)
- As a reaction, you may spend 2 ki points to reroll a failed save. You must take the new roll.
Iron Heart Endurance (level 7 required)
- As a bonus action, you may spend 2 ki points to regain HP equal to 1d8 + your fighter level
Lightning recovery (level 7 required)
- As a reaction, you may spend 2 ki points to reroll a failed attack roll.
Manticore Parry (level 7 required)
- When you are hit by an opponent's melee or ranged weapon attack, you may spend 3 ki points and use your reaction to reflect or re-direct the attack. The attacker rolls damage as normal; instead of dealing damage to you, the attacker deals damage to either himself or a target within 5 feet of him (your choice)
Mind over Body (level 7 required)
- When you are forced to make a Strength, Dexterity, or Constitution Saving throw, before the roll is made, you may spend 2 ki points and use your reaction to instead make a Wisdom saving throw. You must take the result.
Rapid Counter (level 7 required)
- When you are missed by a creature's melee attack, as a reaction you may spend 1 ki point to make a single melee weapon attack against that creature.
Bounding Assault (level 10 required)
- As an action, you may spend 2 ki points move up to double your movement speed; you do not provoke opportunity attacks from this movement, and you are not hindered by rough terrain. At the end of this movement, you may make one melee weapon attack; this attack deals an additional 10 damage.
Disrupting Blow (level 10 required)
- As an action, you may spend 1 ki point to make a single melee attack against a creature. If it hits, the creature must make a constitution saving throw; Failure means that it is stunned until the end of your next turn
Hearing the air (level 10 required)
- As a bonus action, you may spend 2 ki points to focus on the battelfield around you, gaining Blindsight 20' for 1 minute.
Mithral Tornado (level 10 required)
- As an action, you may spend 2 ki points to make a melee weapon attack against any number of creatures within 5 feet of you, making a separate roll for each creature.
Scything Blade (level 10 required)
- On your turn, immediately after making the attack action, as a bonus action you may spend 3 ki points to make two melee weapon attacks.
Adamantine Hurricane (level 15 required)
- As an action, you may spend 8 ki points to make 2 Melee weapon attacks against any number of creatures within 5 feet of you, making a separate roll for each creature; each of these attacks adds your wisdom bonus to the damage roll.
Diamond Nightmare Blade (level 15 required)
- As an action, you may spend 8 ki points to make a single melee weapon attack. You may add your widsom modifer to the damage roll (In addition to your strength/dex modifier), the attack is a critical hit, and triggers any effects that occur on a natural 20. Additionally, the target must make make a constitution saving throw or be paralyzed for for a number of rounds equal to your Wisdom modifier. Once you use this maneuver, you must take a long rest before you can do so again.
Finishing Move (level 15 required)
- As a bonus action, you may spend 8 ki points. For the rest of this turn, each of your successful melee weapon attacks against the same target gain a cumulative 2d6 bonus to damage, to a maximum of 8d6 damage. One you use this maneuver, you must take a long rest before you can do so again.
Strike of Perfect Clarity (level 15 required)
- As an action, you may spend 8 ki points to make a single melee weapon attack. If it hits, this attack deals an additional 10d10 slashing damage. Once you use this ability, you must take a long rest before you can use it again.
Time Stands Still (level 15 required)
- After taking an action on your turn, by spending 8 ki points, you can take an additional action and an additional Bonus Action on this turn. Once you use this ability, you must take a long rest before you can do so again.
Lightning Throw (level 15 required)
- As an action, you may spend 5 ki points to throw your weapon. Your weapon spins through the air, hitting every creature in a 5' wide, 120' long line. Each creature must make a dexterity saving throw: on a failure, they take 5d10 Bludgeoning, Piercing, or Slashing damage (based on the weapon you threw), or half that on a save. Your weapon returns to your hand at the end of the throw.
Fighting Style: Hand-and-a-half
- When using a versatile Weapon in two hands, you gain a +1 to hit and +1 to damage.
Feat: Bastard Sword Mastery
- When using a weapon with the versatile trait in two hands, You gain a +1 to your AC.
- When using a weapon with the versatile trait in two hands, You may treat it as if it had the Heavy property.
- You may use your dexterity bonus instead of your strength bonus when wielding a versatile weapon.
While others may devote themselves to strengthening their body to inhuman levels, leading a thousand men in mass combat, or in the subtle and deliberate arts of magic, the kensai has chosen to devote himself to perfecting his techniqe, and the will that guides it. By harnessing the mystical power of Ki, he turns himself into a perfectly guided sword point of death.
Signature Weapon
Starting at 3rd level, When you become a kensai, 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 simple or martial melee weapon, or two light simple or martial melee weapons; this becomes your signature weapon, and it grows in power as you grow in power.
You may not 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 a 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.
Kenjutsu
At 3rd level, your study and devotion to the blade has given you a mastery over combat that few could hope to achieve. When fighting with your signature weapon, you gain a number of different benefits
- You may use Dexterity instead of strength for the attack and damage rolls of your signature weapon.
- When wielding your signature weapon, if you are not wearing armor or using a shield, you may calculate your AC as 10 + dex mod + Wisdom mod.
Martial Discipline
When you take this archetype at 3rd level, you learn a number of maneuvers fueled by your Ki. Your Fighter level Determines the number of Ki points you have. You gain back all expended Ki points following a short or long rest.
Fighter level | Ki Points |
3rd | 2 |
5th | 3 |
7th | 4 |
9th | 5 |
11th | 6 |
13th | 7 |
15th | 8 |
17th | 9 |
19th | 10 |
Budo
At 7th level, your mastery over your ki grows and expands. Not simply useful on the battlefield, you learn to use your Ki at all times, allowing it to direct you as much as you direct it. You can spend ki points to produce a variety of effects:
- You may spend 2 ki points to cast the Enhance Ability spell without a spell slot.
- You may spend a 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 sword. You may select an additional fighting style from the list below:
- Two-weapon fighting
- Hand-and-a-half
- Great Weapon Fighting
- Dueling
Additionally, your Signature weapon is always treated as magical as long as you are wielding it.
Improved Ki
At 15th level, you've learned to 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 wisdom 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 do so again.
Maneuvers
Moment of Alclarity
- At the beginning of combat, you may spend 1 ki point to add your Wisdom modifier to your Initiative roll.
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. You may do this after the attack is rolled.
Exorcisim of Steel
- As an action, you can spend 1 ki point to to make an attack against a single target. If you hit, that target makes a strength save: on a failure, it has disadvantage on all attack rolls for a number of rounds equal to your wisdom modifier; On a success, it has disadvantage on it's next attack roll.
Iron Shout
- As a bonus action, you may spend 1 ki point to cast the spell Compelled Duel on one target that can hear you within 30 ft.
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 Disengage as a bonus action on your turn, and your Jump 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 AC until the start of your next turn. You must be wielding a kensai weapon in order to maintain this bonus to your AC.
Iron Heart Surge (level 7 required)
- As an action, you may spend 2 ki points to immediately end an ongoing negative status or effect currently affecting yourself.
Iron Heart Focus (level 7 required)
- As a reaction, you may spend 2 ki points to reroll a failed save. You must take the new roll.
Iron Heart Endurance (level 7 required)
- As a bonus action, you may spend 2 ki points to regain HP equal to 1d8 + your fighter level
Lightning recovery (level 7 required)
- As a reaction, you may spend 2 ki points to reroll a failed attack roll.
Manticore Parry (level 7 required)
- When you are hit by an opponent's melee or ranged weapon attack, you may spend 3 ki points and use your reaction to reflect or re-direct the attack. The attacker rolls damage as normal; instead of dealing damage to you, the attacker deals damage to either himself or a target within 5 feet of him (your choice)
Mind over Body (level 7 required)
- When you are forced to make a Strength, Dexterity, or Constitution Saving throw, before the roll is made, you may spend 2 ki points and use your reaction to instead make a Wisdom saving throw. You must take the result.
Rapid Counter (level 7 required)
- When you are missed by a creature's melee attack, as a reaction you may spend 1 ki point to make a single melee weapon attack against that creature.
Bounding Assault (level 10 required)
- As an action, you may spend 2 ki points move up to double your movement speed; you do not provoke opportunity attacks from this movement, and you are not hindered by rough terrain. At the end of this movement, you may make one melee weapon attack; this attack deals an additional 10 damage.
Disrupting Blow (level 10 required)
- As an action, you may spend 1 ki point to make a single melee attack against a creature. If it hits, the creature must make a constitution saving throw; Failure means that it is stunned until the end of your next turn
Hearing the air (level 10 required)
- As a bonus action, you may spend 2 ki points to focus on the battelfield around you, gaining Blindsight 20' for 1 minute.
Mithral Tornado (level 10 required)
- As an action, you may spend 2 ki points to make a melee weapon attack against any number of creatures within 5 feet of you, making a separate roll for each creature.
Scything Blade (level 10 required)
- On your turn, immediately after making the attack action, as a bonus action you may spend 3 ki points to make two melee weapon attacks.
Adamantine Hurricane (level 15 required)
- As an action, you may spend 8 ki points to make 2 Melee weapon attacks against any number of creatures within 5 feet of you, making a separate roll for each creature; each of these attacks adds your wisdom bonus to the damage roll.
Diamond Nightmare Blade (level 15 required)
- As an action, you may spend 8 ki points to make a single melee weapon attack. You may add your widsom modifer to the damage roll (In addition to your strength/dex modifier), the attack is a critical hit, and triggers any effects that occur on a natural 20. Additionally, the target must make make a constitution saving throw or be paralyzed for for a number of rounds equal to your Wisdom modifier. Once you use this maneuver, you must take a long rest before you can do so again.
Finishing Move (level 15 required)
- As a bonus action, you may spend 8 ki points. For the rest of this turn, each of your successful melee weapon attacks against the same target gain a cumulative 2d6 bonus to damage, to a maximum of 8d6 damage. One you use this maneuver, you must take a long rest before you can do so again.
Strike of Perfect Clarity (level 15 required)
- As an action, you may spend 8 ki points to make a single melee weapon attack. If it hits, this attack deals an additional 10d10 slashing damage. Once you use this ability, you must take a long rest before you can use it again.
Time Stands Still (level 15 required)
- After taking an action on your turn, by spending 8 ki points, you can take an additional action and an additional Bonus Action on this turn. Once you use this ability, you must take a long rest before you can do so again.
Lightning Throw (level 15 required)
- As an action, you may spend 5 ki points to throw your weapon. Your weapon spins through the air, hitting every creature in a 5' wide, 120' long line. Each creature must make a dexterity saving throw: on a failure, they take 5d10 Bludgeoning, Piercing, or Slashing damage (based on the weapon you threw), or half that on a save. Your weapon returns to your hand at the end of the throw.
Fighting Style: Hand-and-a-half
- When using a versatile Weapon in two hands, you gain a +1 to hit and +1 to damage.
Feat: Bastard Sword Mastery
- When using a weapon with the versatile trait in two hands, You gain a +1 to your AC.
- When using a weapon with the versatile trait in two hands, You may treat it as if it had the Heavy property.
- You may use your dexterity bonus instead of your strength bonus when wielding a versatile weapon.
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