a player character class for fifth edition by rj grady · master a style of fighting, but to...

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The Kensei A Player Character Class by RJ Grady Artwork by: Grandfailure, David Lewis Johnson Designation of Product Identity: All artwork; all logos; the name Tripod Machine and all associated trademarks; and the Introduction are designated as Product Identity. Designation of Open Gaming Content: All mechanics derived from open game content, the kensei, spells, class features, and class abilities, including their names and descriptive text, are considered Open Gaming Content. It is the intention of the publisher that as much of the character class options presented in this book, along with other game mechanics and their descriptions, be usable as open gaming content. Copyright 2020 by RJ Grady. INTRODUCTION Some warriors seek not simply to master a style of fighting, but to dedicate themselves to the use of one weapon. To the kensei, an awareness of one's self is a distraction; movement is all that matters. The kensei eschews the bulk of armor and the distraction of many weapons. The kensei melds the ascetic discipline of the monk with the art of a fencer or archer. Kensei are known for their simple manner of dress, whether a monk's robe, a noble's silk jacket and skirt, or the plain garments of a yeoman. Despite this studied humility and simplicity, a kensei can also be bold and haughty, fearing no foe. A kensei's daily meditations remind them that death is a natural end, not to be feared. Most kensei have a formal vocation of some sort, whether samurai retainer, temple guard, fencing tutor or acolyte. Some kensei are wandering duelists, while others are teachers, and many reside at shrines, oſten acting as protectors or lay brothers and sisters. The wandering duelist, though, can be bandit or beggar, or sometimes a bit of both. 1 Sample file

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Page 1: A Player Character Class for Fifth Edition by RJ Grady · master a style of fighting, but to dedicate themselves to the use of one weapon. To the kensei, an awareness of one's self

The KenseiA Player Character Class

by RJ Grady

Artwork by: Grandfailure, David Lewis Johnson

Designation of Product Identity: All artwork; all logos; the name Tripod Machine and all associated trademarks; and the Introduction are designated as Product Identity.

Designation of Open Gaming Content: All mechanics derived from open game content, the kensei, spells, class features, and class abilities, including their names and descriptive text, are considered Open Gaming Content. It is the intention of the publisher that as much of the character class options presented in this book, along with other game mechanics and their descriptions, be usable as open gaming content.

Copyright 2020 by RJ Grady.

INTRODUCTIONSome warriors seek not simply to master a style of fighting, but to dedicate themselves to the

use of one weapon. To the kensei, an awareness of one's self is a distraction; movement is all that matters. The kensei eschews the bulk of armor and the distraction of many weapons. The kensei melds the ascetic discipline of the monk with the art of a fencer or archer. Kensei are known for their simple manner of dress, whether a monk's robe, a noble's silk jacket and skirt, or the plain garments of a yeoman. Despite this studied humility and simplicity, a kensei can also be bold and haughty, fearing no foe. A kensei's daily meditations remind them that death is a natural end, not to be feared.

Most kensei have a formal vocation of some sort, whether samurai retainer, temple guard, fencing tutor or acolyte. Some kensei are wandering duelists, while others are teachers, and many reside at shrines, often acting as protectors or lay brothers and sisters. The wandering duelist, though, can be bandit or beggar, or sometimes a bit of both.

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Though the literal meaning of kensei is “sword sage,” this class also includes devotees of otherweapons. A kensei could be a literal sword-sage, a master of the katana, crossing blades with all who dare to face him; a meditative archer, loosing arrows with barely a thought; a fencer and geometer, wielding a rapier and a mind tempered with skill and enlightenment; or a spear-wielding cultist, driving away those who would pollute holy grounds. Some kensei possess clever fighting secrets, while others focus on their mastery of ki (“breath,” or “spirit”), and others on mystical contemplation.

KENSEI WEAPONS

A kensei weapon is a weapon with which a kensei is proficient, or an unarmed strike.

THE KENSEI

Class FeaturesAs a kensei, you gain the following class features.

HIT POINTS

Hit Dice: 1d10 per kensei level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per kensei level after 1st

PROFICIENCIES

Armor: None.

Weapons: Simple weapons, and one martial weapon of your choice.

Tools: one set of artisan's tools

Saving Throws: Dexterity, Strength

Skills: Choose two skills from Acrobatics, Athletics, History, Intimidation, Insight, Medicine, Perception, Performance, Persuasion, or Religion.

EQUIPMENT

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

• (a) a martial weapon or (b) a longbow and 20 arrows

• (a) a quarterstaff or (b) 10 darts

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• (a) a dungeoneer’s pack or (b) an explorer’s pack

If you are using starting gold, a kensei starts with 3d4 x 2 gp.

UNARMORED DEFENSE

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

WEAPON DEVOTION

Beginning at 1st level, before making an attack with a kensei weapon, you may choose to attack with advantage. You may use this feature a number of times equal to 2 + half your kensei level. You regain uses of this feature when you finish a long rest.

LIGHTNING STRIKE

Beginning at 2nd level, you can sense the most opportune moments to attack. Once on each of your turns, when you Attack you can expend a use of Weapon Devotion to make an additional attack.

EMPOWERED STRIKES

Starting at 3rd level, your attacks with kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

MARTIAL SCHOOL

At 3rd level, you choose a school that represents your advanced training as a kensei. The available schools are listed at the end of this section. Your school grants you class features at 3rd level, and then at 6th, 10th, and 14th level.

ABILITY SCORE IMPROVEMENT

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in thisclass and to four when you reach 20th level in this class.

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Table: The KenseiLevel Proficiency

BonusFeatures

1 +2 Unarmored Defense, Weapon Devotion

2 +2 Lightning Strike

3 +2 Empowered Strikes, Martial School

4 +2 Ability Score Improvement

5 +3 Extra Attack

6 +3 Fearless

7 +3 Martial School feature

8 +3 Ability Score Improvement

9 +4 Lightning Initiative

10 +4 Martial School feature

11 +4 Extra Attack (2)

12 +4 Ability Score Improvement

13 +5 Critical Edge (1 die)

14 +5 Martial School Feature

15 +5 Disciplined Mind

16 +5 Ability Score Improvement

17 +6 Critical Edge (2 dice)

18 +6 Stillness

19 +6 Ability Score Improvement

20 +6 Extra Attack (3)

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FEARLESS

Beginning at 6th level, you are immune to being frightened.

LIGHTNING INITIATIVE

Beginning at 9th level, you have advantage on initiative rolls. When you roll initiative, you can draw a kensei weapon without using an action.

CRITICAL EDGE

Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 17th level.

DISCIPLINED MIND

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

STILLNESS

Beginning at 18th level, you can stillyour spirit even in the fury of a storm. Asan action, you gain the benefits of a shortrest. You must finish a long rest beforeusing this feature again.

Martial SchoolsAt 3rd level, a kensei selects a martialschool: Way of the Edge, Way of the Soul,or Way of the Spirit.

WAY OF THE EDGE

Kensei of this school are masters of the duel, focusing on techniques and strategy. They often challenge others to battle in order to test their skills. On occasion, they issue deadly challenges to settle matters of honor.

RIGOROUS TRAINING

At 3rd level, you can gain proficiency in either the shortsword or one set of artisan's tools of your choice.

SMOOTH DEFENSE

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Starting at 3rd level, you can use a reaction against a weapon attack that would hit you, adding your proficiency bonus to your AC against that attack. If that attack then misses, you can either make a single weapon attack against your opponent (if within reach or range) using a kensei weapon, or immediately move up to five feet per point of your Dexterity bonus (minimum five feet).

ALWAYS ARMED

Beginning at 7th level, after any long rest, if you lack a kensei weapon that is a martial weapon, you acquire such a weapon. The weapon may be found, given to you by grateful admirers, or may simply appear after sleep or meditation. This ability does not function if you sell or voluntarily give away your weapons, but does work if your weapon is stolen, destroyed, or coerced from you.

FIGHTING STYLE

At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that youare wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a kensei weapon that is a melee weapon.

Two-Weapon Fighting

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

EDGE MASTER

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