Homebrew
The Kensei Table
| Level | Prof. Bonus | Features | Hand Signs per Action | Hand Signs per Bonus Action | Hand Signs per Reaction | Chakra Points | Jutsu Known |
|---|
| 1st | +2 | Chakra Control, Jutsu | 2 | 1 | 1 | 3 | 2 |
| 2nd | +2 | Fighting Style, Jutsu Specialist | 2 | 1 | 1 | 6 | 3 |
| 3rd | +2 | Chakra Path | 3 | 1 | 1 | 9 | 4 |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 1 | 12 | 5 |
| 5th | +3 | Extra Attack | 3 | 2 | 2 | 15 | 6 |
| 6th | +3 | Enhanced Chakra Control | 3 | 2 | 2 | 18 | 7 |
| 7th | +3 | Jutsu Mastery | 4 | 2 | 2 | 21 | 8 |
| 8th | +3 | Ability Score Improvement | 4 | 2 | 2 | 24 | 9 |
| 9th | +4 | Path Feature | 4 | 3 | 2 | 27 | 10 |
| 10th | +4 | Advanced Jutsu | 4 | 3 | 2 | 30 | 11 |
| 11th | +4 | Jutsu Specialist Improvement | 5 | 3 | 3 | 33 | 12 |
| 12th | +4 | Ability Score Improvement | 5 | 3 | 3 | 36 | 13 |
| 13th | +5 | Path Feature | 5 | 3 | 3 | 39 | 14 |
| 14th | +5 | Enhanced Chakra Control Improvement | 5 | 4 | 3 | 42 | 15 |
| 15th | +5 | Extra Attack (2) | 6 | 4 | 3 | 45 | 16 |
| 16th | +5 | Ability Score Improvement | 6 | 4 | 3 | 48 | 17 |
| 17th | +6 | Jutsu Mastery Improvement | 6 | 4 | 4 | 51 | 18 |
| 18th | +6 | Path Feature | 6 | 4 | 4 | 54 | 19 |
| 19th | +6 | Ability Score Improvement | 7 | 4 | 4 | 57 | 20 |
| 20th | +6 | Grandmaster of Jutsu | 7 | 5 | 4 | 60 | 21 |
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Kensei level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose one artisan's tool or one musical instrument
saving throws:
Dexterity, Wisdom
skills:
Choose three from Acrobatics, Athletics, History, Insight, Perception, Religion, Stealth
starting equipment:
- (a) shortsword or (b) any simple weapon
(a) dungeoneer’s pack or (b) explorer’s pack
10 darts
spellcasting:
Wisdom is your spellcasting ability for your jutsu. You use your Wisdom whenever a jutsu refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a jutsu you cast and when making an attack roll with one.
Jutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Jutsu attack modifier = your proficiency bonus + your Wisdom modifier
Kensei do not use traditional spell slots. Instead, they use chakra points to cast jutsu. At 1st level, you gain the ability to harness your inner energy, known as chakra, to perform extraordinary feats called jutsu. You have a number of chakra points equal to three times your Kensei level, as shown in the Kensei Table. These points fuel your jutsu and are expended when you use them. You regain all expended chakra points after a long rest. Starting at 6th level, you regain a number of chakra points equal to your Kensei level after a short rest. At 14th level, this increases to twice your Kensei level, and at 20th level, you regain all of your expended chakra points after a short rest.
Performing a jutsu requires a series of hand signs, with each jutsu requiring a specific number of hand signs to activate. The number of hand signs you can perform per action, bonus action, or reaction increases as you gain levels, as shown in the Kensei Table. At 1st level, you know two jutsu of your choice from the Kensei jutsu list. As you gain levels, you can learn additional jutsu, as shown in the Jutsu Known column of the Kensei Table.
Concentration
While weaving the hand signs for a jutsu, concentration is required. Once the jutsu is cast, concentration is generally no longer required unless the jutsu specifically states otherwise. Some powerful jutsu may require you to hold the last hand sign to channel an effect continuously, such as maintaining a barrier. For jutsu that require more hand signs than you can perform in a single turn, concentration is required between turns until the hand signs are completed. If you take damage while concentrating in this way, you must make a concentration check to maintain your focus. The DC for this check is equal to 10 or half the damage taken, whichever is higher.
Inscribing Jutsu
As a Kensei, you have the unique ability to inscribe jutsu onto objects, allowing you to activate them later with a single hand sign. This costs the same amount of chakra to cast the ability into the inscription, plus an additional 2 chakra points to inscribe it. Activating an inscribed jutsu requires one hand sign and 1 chakra point. Inscribing a jutsu takes 1 hour of focused work during a long rest. A Kensei can have a number of inscribed jutsu equal to their proficiency bonus. Inscribed jutsu do not expire unless otherwise noted or tampered with.
Chakra Overload
Whenever you cast more than one jutsu on the same turn, the chakra cost for each additional jutsu increases by 1. This represents the strain of channeling multiple techniques rapidly.
class features:
Fighting Style
At 2nd 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.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
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.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Jutsu Specialist
At 2nd level, you choose one type of jutsu to specialize in. Your chosen specialization reduces the chakra cost of those jutsu by 1 (minimum of 1).
Jutsu Specialist. Choose a jutsu type (e.g., Fire, Water, Earth, Wind, etc.). The chakra cost for jutsu of this type is reduced by 1.
Chakra Path
At 3rd level, you choose a Chakra Path that shapes your jutsu and fighting style. Choose from the available Chakra Paths. Your choice grants you features at 3rd level and again at 9th, 13th, and 18th 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. 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.
Enhanced Chakra Control
At 6th level, your mastery over chakra increases. When you finish a short rest, you recover a number of chakra points equal to your Kensei level.
Jutsu Mastery
At 7th level, you choose one jutsu you know. You can perform this jutsu without expending chakra points a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.
Path Feature
At 9th level, you gain a feature from your chosen Chakra Path.
Advanced Jutsu
At 10th level, you can now learn and perform advanced jutsu that require more complex hand signs.
Jutsu Specialist Improvement
At 11th level, you gain an additional benefit from your chosen Jutsu Specialist. The specifics of this benefit depend on the jutsu type you specialize in and are designed to further enhance your capabilities with those jutsu.
Enhanced Chakra Control Improvement
At 14th level, when you finish a short rest, you recover a number of chakra points equal to twice your Kensei level.
Extra Attack (2)
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Jutsu Mastery Improvement
At 17th level, you choose a second jutsu you know for your Jutsu Mastery feature. You can perform this jutsu without expending chakra points a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.
Grandmaster of Jutsu
At 20th level, you have achieved the pinnacle of jutsu mastery. You can perform any jutsu you know without expending chakra points once per long rest. Additionally, your mastery of jutsu allows you to recover all expended chakra points after a short rest.
subclass options:
Chakra Paths
Path of the Scribe
Path of the Scribe
The Path of the Scribe emphasizes improving your ability to inscribe jutsu onto objects, making them more powerful and versatile.
Efficient Inscription
At 3rd level, you can inscribe jutsu onto objects more quickly and efficiently. Inscribing a jutsu takes only 10 minutes and does not require additional chakra points beyond the base cost of the jutsu. You can have a number of inscribed jutsu equal to your Wisdom modifier + proficiency bonus.
Enhanced Glyphs
At 9th level, your inscribed jutsu become more refined and powerful. When you activate an inscribed jutsu, you can choose one of the following enhancements:
Increase the range of the jutsu by 50%.
Increase the duration of the jutsu by 50%.
Increase the damage of the jutsu by 1d6.
You can enhance a number of inscribed jutsu equal to your Wisdom modifier per long rest.
Inscribe and Release
At 13th level, your expertise allows you to prepare jutsu in advance for instant activation. When you inscribe a jutsu, you can choose to prepare it for rapid deployment. This allows you to activate the inscribed jutsu as a reaction when a specific trigger condition occurs (such as being attacked, a creature entering a certain area, etc.). The trigger condition must be specified when inscribing the jutsu. This inscribing still requires the base chakra cost of the jutsu plus an additional 3 chakra points. You can have a number of these rapid deployment inscriptions equal to your Wisdom modifier.
Master Scribe
At 18th level, your mastery of inscription allows you to maintain an unlimited number of inscribed jutsu. Additionally, activating an inscribed jutsu requires no chakra points, only the hand sign. Furthermore, the effects of your inscribed jutsu are now enhanced automatically without consuming the limited enhancements from the Enhanced Glyphs feature.
Path of the Seer
Path of the Seer
The Path of the Seer emphasizes enhancing your sensory abilities, allowing you to perceive and interpret the world in ways others cannot. This path grants you abilities that heighten your senses and provide supernatural awareness, including the ability to detect life forms and see through illusions and disguises.
Life Sense
At 3rd level, you gain the ability to sense the presence of living creatures. You can sense the presence of any creature within 30 feet of you, even if they are behind total cover. This sense does not reveal the creature's exact location, only their presence. Additionally, you gain advantage on Wisdom (Perception) checks that rely on hearing or sight.
Essence Detection
At 9th level, you can recognize the unique chakra patterns of individuals. You can see through disguises, illusions, and shape-shifting effects, such as those produced by the polymorph spell, within 30 feet. As an action, you can focus your senses to detect the presence of magic and chakra within 60 feet of you for 1 minute, revealing a faint aura around any visible creature or object that bears magic or chakra. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Far Sight
At 13th level, your sensory range extends dramatically. You can cast the scrying spell without expending chakra points, using your Wisdom modifier for the spell save DC. Additionally, you can sense the presence of living creatures within 120 feet, even through walls and obstacles, and discern their exact locations.
True Perception
At 18th level, your sensory abilities reach their peak. You gain truesight out to a range of 60 feet and can see into the Ethereal Plane within this range. Additionally, you can cast the true seeing spell once per long rest without expending chakra points. Your ability to sense life forms now extends to 300 feet, and you can distinguish between different types of creatures, such as humanoids, beasts, fiends, etc.