TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  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 
  technique, 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 when you choose this archetype at 3rd level, 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 melee weapon, or two light melee 
  weapons; this becomes your signature weapon, and it 
  grows in power as you grow in power. 
       You cannot 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 an 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 the 
  following benefits: 
  • You may use Dexterity instead of Strength for the 
  attack and damage rolls of your signature weapon. 
  • When wielding your signature weapon, wearing no 
  armor, and not wielding a shield, your AC equals 10 + 
  your Dexterity modifier + your Wisdom modifier. 
  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 regain 
  all expended Ki points when you finish a short or long rest. 
   
  Kensai Ki Points  
  Fighter Level 
  Ki Points 
  3rd 
  2 
  5th 
  3 
  7th 
  4 
  9th 
  5 
  11th 
  6 
  13th 
  7 
  15th 
  8 
  17th 
  9 
  19th 
  10 
  You learn three maneuvers to at 3rd level, and 2 more at 
  7th, 10th and 15th level. Each time you learn new 
  maneuvers, you can also replace one maneuver you know 
  with a different one. 
       Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows: 
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice) 
  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 the following 
  effects: 
  • You may spend 2 ki points to cast the spell enhance 
  ability without a spell slot or spell components. 
  • 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 
  following options: 
  • Dueling 
  • Great Weapon Fighting 
  • Hand-and-a-half 
  • Two-weapon fighting 
   
   
   
   
   
   
   
  Fighting Style: Hand-and-a-Half 
  When using a versatile Weapon in two 
  hands, you gain a +1 to hit and +1 to 
  damage. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  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. 
  Exorcism of Steel 
  As an action, you can spend 1 ki point to to make an attack 
  against a single creature. On a hit, the target makes a 
  Strength saving throw. On a failed save, it has disadvantage 
  on all attack rolls for a number of rounds equal to your 
  Wisdom modifier. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a 
  success. 
  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 feet without a spell slot or spell components. 
  Moment of Alclarity 
  At the beginning of combat, you may spend 1 ki point to 
  add your Wisdom modifier to your Initiative roll. 
  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 take the Disengage action 
  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 Armor Class until the start 
  of your next turn. You must be wielding your signature 
  weapon in order to maintain this bonus to your Armor 
  Class. 
  Iron Heart Endurance 
       Prerequisite: 7th level 
  As a bonus action, you may spend 2 ki points to regain HP 
  equal to 1d8 + your fighter level.) 
  Iron Heart Focus 
       Prerequisite: 7th level 
  As a reaction, you may spend 2 ki points to reroll a failed 
  saving throw. You must take the new roll. 
  Iron Heart Surge 
       Prerequisite: 7th level 
  As an action, you may spend 2 ki points to immediately end 
  an ongoing negative status or effect currently affecting you. 
  You may use this end the effects of any ongoing spell (only 
  on yourself) or the Stunned, Frightened, Incapacitated, 
  Paralyzed, Charmed, Petrified or Poisoned conditions. You 
  can use this action even if the condition you are ending 
  prevents you from taking actions. 
  Lightning Recovery 
       Prerequisite: 7th level 
  As a reaction, you may spend 2 ki points to reroll a failed 
  attack roll. 
  Manticore Parry 
       Prerequisite: 7th level 
  As a reaction when you are hit by a melee or ranged 
  weapon attack, you may spend 3 ki points 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 
       Prerequisite: 7th level 
  As a reaction when you make a Strength, Dexterity, or 
  Constitution Saving throw, before the roll is made, you 
  may spend 2 ki points to instead make a Wisdom saving 
  throw instead. You must take the result. 
  Rapid Counter 
       Prerequisite: 7th level 
  As a reaction when you are missed by a creature's melee 
  attack, you may spend 1 ki point to make a single melee 
  weapon attack against that creature. 
   
  Bounding Assault 
       Prerequisite: 10th level 
  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 deal an additional 10 
  damage. 
  Disrupting Blow 
       Prerequisite: 10th level 
  As an action, you may spend 1 ki point to make a single 
  melee attack against a creature. On a hit, the creature must 
  make a Constitution saving throw or be stunned until the 
  end of your next turn. 
  Hearing the Air 
       Prerequisite: 10th level 
  By spending 2 ki points, you can focus on the battlefield 
  around you, gaining blindsight with a range of 20 feet for 1 
  minute. 
  Mithral Tornado 
       Prerequisite: 10th level 
  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 
       Prerequisite: 10th level 
  On your turn, immediately after making the Attack action, 
  you may spend 3 ki points as a bonus action to make two 
  melee weapon attacks. 
  Adamantine Hurricane 
       Prerequisite: 15th level 
  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 
       Prerequisite: 15th level 
  As an action, you may spend 8 ki points to make a single 
  melee weapon attack. You may add your Wisdom modifier 
  to the damage roll (in addition to your ability score 
  modifier), the attack is a critical hit, and triggers any effects 
  that occur on a natural 20. Additionally, the target must 
  succeed on a Constitution saving throw or be paralyzed for 
  a number of rounds equal to your Wisdom bonus. Once you 
  use this ability, you must take a long rest before you can do 
  so again. 
  
   
  Finishing Move 
       Prerequisite: 15th level 
  As a bonus action, you may spend 8 ki points, and select a 
  target that you can see. For the rest of this turn, each of 
  your successful melee weapon attacks against that 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. 
  Lightning Throw 
       Prerequisite: 15th level 
  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-foot wide, 120-foot long line. Each creature 
  must make a Dexterity saving throw. On a failed save, a 
  creature takes 5d10 Bludgeoning, Piercing, or Slashing 
  damage (based on the weapon you threw), or half as much 
  damage on a successful save. Your weapon returns to your 
  hand at the end of the throw. 
  Strike of Perfect Clarity 
       Prerequisite: 15th level 
  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 finish a long rest before you can do so 
  again. 
  Time Stands Still 
       Prerequisite: 15th level 
  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 
  finish a long rest before you can do so again. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Kensai.pdf