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raised to believe the way of Honor, Duty, Filial piety, and Bushido contrast or confirm your life experiences. Also consider your ultimate goals. Have you always been an adventurer as part of your samurai heritage, or did you first spend time as a student at a dojo or monastery? Were you an assassin employed by the old government or are you a rebel in the new era trying to preserve the dignity of the old? Perhaps your master was wrongfully executed for treason or your family name has been stripped by a corrupt official, and you must avenge their honor—or die trying.

KENSEI He sleeps under no roof; carries no money nor food. He goes alone to places frightening to the common brand of men, becoming a criminal of purpose. He is imprisoned, and frees himself by his own wisdom. In the distance, penetrating brilliance of two swords wielded by a follower of the Way strikes at an evil enemy, the enemy lurking beneath the depths of their own soul. The Kensei strikes the decisive blow, then stops, boasting of nothing. Whether deemed master, philosopher, or saint, the Kensei is like a force of nature—they seek nothing outside themselves. Everything is within. Their heart is no different from the soul of heaven and earth; when they bow deeply to the universe, it bows back.

THE KENSEI Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

SWORD SAINTS The word Kensei means Sword Saint—a title bestowed on the greatest swordsmen of all time, thought to perform miracles with the blade. Unlike traditional warriors, Kensei are more introspective, self actualized, and given to the lifestyle habits of a hermit; They wear clothing rather than elaborate armor, travel as light as ascetics, and perceive that which cannot be seen with the eye. In many ways, Kensei parallel faithful heroes of the West, such as Paladins and War Priests, but draw on the Eastern philosophy of Monks and the social customs of Samurai. In Battle, Kensei adapt what is useful, and reject what is not, developing their own way, rather than being bound to the rites of other styles. They may keep calm and dash quickly, or advance with reserve, forestalling their enemies. They may change their pace to overtake the enemy suddenly, or drive forward persistently, overwhelming or crushing the enemy's will. The Kensei does not practice ten thousand different techniques for one victory, rather they practice one method ten thousand times, and from knowing this one thing well, they are prepared to face ten thousand foes and see victory.

Proficiency Bonus +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6

Ki Points 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Features Samurai Heritage, Zen Master Meditation Sword Saint Ability Score Improvement Extra Attack Frightful Presence Ability Score Improvement Void Soul Extra Attack (2) Ability Score Improvement Whirlwind Attack

Ability Score Improvement

Ability Score Improvement Extra Attack (3)

QUICK BUILD You can make a kensei quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest score should be Strength, or Wisdom, depending on whether you want to focus on heavy weapons and hard styles, or finesse weapons and soft styles. Second, choose the Hermit background.

WANDERING DUELISTS Kensei tend to be wandering ronin, or employed as assassins and body guards for government officials. Some retired samurai with stipends operate out of a temple, family house, or palace converted into a dojo where they teach a style developed during their years of military service. Many have taken monastic vows but retain their family duties and contacts with the community. Kensei tend to wander because they are on a pilgrimage to a monastic temple, or because they are in pursuit of a duel, either following up on an invitation or actively seeking someone they know, or know of by reputation. Some kensei wander as an act of atonement, paying penance by living the life of an ascetic, seeking out distant temples, and helping strangers on the way.

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

PROFICIENCIES Armor: None Weapons: Choose one type of Melee Weapon or one Martial Art Style Tools: Choose one type of Artisan Tools or One Musical Instrument

CREATING A KENSEI An important aspect of a Kensei character is the Principle Method, and associated weapon or martial art that will develop into your own personal School of thought, or Way. Furthermore, when creating a Kensei, you should keep in mind the conflicting principles between how you were

Saving Throws: Dexterity, Intelligence Skills: Choose one skill from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance, or Religion

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operates normally, if however, you succeed, the caster must also make a saving throw as if under the effects of a Psychic Duel. With the exception of resisting Compelled Duel and similar effects, this feature has a normal range of 10 feet.

EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) any martial melee weapon or (b)simple melee weapon • (a) a set of Artisan's tools, (b) a Musical Instrument, or (c) a ceramic jug or bottle of rice wine • (a) a scholar’s pack or (b) an explorer’s pack

PRINCIPLE METHOD & TRAINING Choose a Principle Method, which describes the weapon or style of combat you have mastered: Weapon Master or Martial Artist, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at higher levels.

SAMURAI HERITAGE Your martial arts and sense of courage come from a long line of samurai. Your ancestors have cultivated the warrior spirit since ancient times. Most Kensei with this heritage can trace their family's authority back to the Shongunate or blood ties to the Emperor. Some of these family dynasties are well established and influential, though many remain obscure. Many kensei are the first exceptional members of their bloodline, and found new schools while building political or military ties to the ruling class. The features which are part of your heritage do not operate while you use weapons outside your Principle Method.

PRACTICE MAKES PERFECT You must practice your style every day for two hours. Going for long periods without training makes it difficult to learn. When you gain the next level, if you are out of practice, it takes four hours each day to make up for lost time before you gain any benefits from a new kensei level. At the DM's option, instead of losing benefits of your new level, your lack of dedication imposes disadvantage until you catch up on training. This counts as part of your ritual attunement.

FEARLESS

ZEN MASTER

Your samurai heritage renders you immune to fear.

Like the clear stillness of autumn water, you keep your thoughts pure and tranquil in their depths, yet aspiring to pierce through the heavens, you follow your own path. You have merged your mind with cosmic space, and integrated your actions with myriad forms.

PSYCHIC DUEL At any time outside of combat, you may engage another in a test of wills, locking gazes, and attempt to compel a creature into a duel. Both you and the target must make either wisdom saves or intimidation checks, whichever is higher. Against anyone other than another kensei, you have advantage on your saves. If both of you fail, the gaze is broken and nothing happens. If both succeed, you must make saves again the next round, or lose the duel. If one of you succeeds, and the other fails, the following conditions are set into motion. First, if the winner is higher level, they obtain no special benefits. If they are equal in level, they gain honor or inspiration. If they are lower level, they gain honor and inspiration. Second, the loser is reduced to two choices; they may either retreat and lose honor or inspiration matching what the winner gained, or they may save face by attacking. If they choose to attack, they are at disadvantage on initiative, attack rolls, and save throws for the duration of the battle. Neither side may gain surprise while in this battle, being fully prepared. Additionally, you may use this feature to resist and counter the Compelled Duel spell. If you fail your first saving throw, the spell

NATURAL DEFENSE Beginning at 1st level, while you are wearing no armor and not wielding a shield (or spells duplicating either, including the Shield spell), your Armor Class equals 8 + your Proficiency bonus + your Dexterity modifier. Similar features do not give you additional proficiency bonus to your AC. Using defensive spells or armor negates this feature and other Zen features until removed.

KI FOCUS You have begun cultivating your Ki, and can channel energy explosively through attacks with your chosen weapon or martial arts style, maximizing the damage on a successful attack. You may continue to produce this effect until your reservoir of Ki is exhausted. At 1st level, you may attempt this technique once, plus one additional attempt per level above 1st until you take a long rest. This is the same reservoir used for the Whirlwind Attack. If you have Ki points from another class, such as the monk, you use the same reserves. Thus a 5th Monk/7th Kensei would have a Ki reserve of 12 points, which could be used for either Kensei or Monk abilities. This is a Zen Feature. THE MYSTICAL PATH

AFRO, THE NUMBER TWO—AFRO SAMURAI

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At the DM's option, Mystics may convert Psi points into Ki points, at the rate of 7 Psi Points per 1 Ki point gained. Ki Points cannot be directly converted back into Psi points, however, the Kensei may add half their level to the Mystic for calculating Maximum Psi Points. For example, a 6th level Kensei/5th level Mystic would be treated as an 8th level mystic, and have 44 Psi points. If the Mystic's Psi Points are recalculated in this way, the Kensei does not keep their existing Ki pool, instead spending 7 Psi per 1 Ki required to use their powers. If a Mystic takes Martial Arts with the Mental Method as Principle, they are considered to have +1 Ki or +1 Kensei level when calculating their relevant totals.

Charisma Bonus, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This is a heritage feature.

ZEN AWARENESS You have become one with your weapon and surroundings, always alert, you gain a +1 bonus to initiative. Additionally, you have advantage on initiative rolls. The initiative bonus increases to +2 at 9th level, and to +3 at 17th level. At 6th level, you cannot be surprised or rendered subject to effects of Ambuscade or similar special ambush or surprise turns by equal and lower level rivals while you are conscious. This is a Zen feature.

WHIRLWIND ATTACK At 13th level, by expending all of your accumulated Ki, you may make a whirlwind attack—your ultimate Zen feature, allowing you to simultaneously attack everything within 10 feet on your initiative. As this exhausts your Ki, you are unable to use Ki to maximize damage from these attacks, although all other modifiers for each attack apply. You may only make one attack, using your principle method against each foe or target, and that attack shares the same properties against all foes. Thus all opponents suffer a slashing sword, a flying kick, etc. This attack uses all of your attacks and movement for your turn.

SWORD SAINT Beginning at 3rd level, your Ki permeates your chosen style, and your strikes with that style count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. Additionally, you receive a +1 to attack and damage rolls. Starting at 5th level this bonus rises to +2, and again to +3 at 9th level. This is a heritage feature, and doesn't stack with Mystic's Psionic Weapon powers. At the DM's option, your style counts against the maximum total magic items for attunement.

DUELS, DEATH, AND DISHONOR Kensei are notorious for hunting each other down and dueling in a never ending quest to prove they are the Ichiban—Number One, Best, or Superior Swordsman, Greatest Martial Artist, etc. The combined factors of reputation, tell-tale signs of their chosen style on old battlefields, and the interplay between their warrior spirits, radiating and resisting fear allows rival Kensei to instantly recognize each other. When another kensei is in your physical presence, your Passive Perception is considered equal to 10 + their Kensei level, for purposes of overcoming Disguise and Stealth checks they make, such as picking them out of crowds, see through attempts to appear common as a peasant or laborer, or sense them watching from the foliage. At 7th level, you can vaguely grasp whether they are your equal, superior, or inferior, unless they can defeat your normal Passive Perception (10 + Wisdom Modifier) using a disguise or performance check. Beginning at first level, kensei are your Favored Enemy. You have significant experience studying, tracking, and hunting other kensei. When they are outside your immediate presence, you have advantage on Wisdom (Survival) checks to track them as well as on Intelligence checks to recall information about them.

MEDITATION At 2nd level you may enter a state of deep concentration. While meditating, you may rest in half the time, one uninterrupted hour of meditation is as restful as two hours of sleep. You are still conscious and aware of your surroundings and do not suffer any penalties on surprise, or initiative, however you are oblivious to hunger, thirst, heat, and cold. Thus at 4th level and above, a typical Kensei routine will include 4 hours of meditating to complete their long rest, followed by 2 hours of training during Sunrise to keep their skills sharp. This is a Zen feature.

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 this class and to four when you reach 20th level in this class. For purposes of multi-classing, treat kensei as fighters for level totals, thus a 12th kensei/8th fighter is considered 20th level with four attacks.

DIGNITY AND HONOR Your talent in your chosen style is a source of pride and a self respect. For some kensei, this dedication to their weapon is the Sacred path to enlightenment. It is the Way, or Dharma of the Kensei—what makes them a Sword Saint. It would therefore be a great dishonor to deceive others into believing the prowess displayed by a magical weapon was actually your own, since such a weapon is not a true measure of your inner essence. While you fight with magical weapons, you are unable to find inspiration and lose any inspiration you had. Additionally, your class feature's bonus to attack and damage do not apply while wielding a magical weapon. If you enter a duel against another and it is revealed you are using a magical weapon, the humiliation renders you at disadvantage for the duration of the duel. Finally, you find Ninja tactics and weapons (other than those of your chosen weapon style if used) to be dishonorable and are at disadvantage while using them. This includes the Monk's Way of Shadow.

VOID SOUL At 9th level, your understanding of Ki grants you half your proficiency bonus (round down) to all saving throws you make that don’t already use your proficiency bonus. Void Soul is a Zen Feature.

FRIGHTFUL PRESENCE At 7th level, each creature of your choice that is within 20ft + 5ft/kensei level of you, has a Challenge Rating 1 or lower, and is aware of you must succeed on a Wisdom save with a DC equal to 8 + your Proficiency Modifier + your

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decide victory by whoever draws first, i.e. winning initiative. If you win the duel, you gain inspiration and earn experience points as if the kensei were a challenge rating equal to their level. Thus, a level 7 kensei duel would be worth 2,300 XP. If you lose the duel, you are at disadvantage (or lose access to inspiration), and your fearlessness and ability to radiate fear are both muted as you face your own mortality; your fear immunity fails against any foe of CR equal or higher than yourself, and your fear radius and affected CR are halved. This crushing sense of defeat persists until you earn enough XP from a single battle to rival your loss, typically by defeating a single adversary of equal or higher CR, or several foes in a massive battle with similar XP total. During this battle, you are under the same provisions as a Duel; you may not take a short or long rest, or receiving aid from allies or magical weapons or armor.

PRINCIPLE METHODS Different kensei choose different approaches to perfecting their martial prowess. You choose either Weapon Master or Martial Artist for your principle method as your weapon focus. As they progress, Weapon Masters receive 6 features and Martial Artists receive one style plus 8 maneuvers. At the DM's option, Weapon Masters may spend Feats to acquire martial arts instead of ability score improvements.

WHIRLWIND ATTACK — SHURA NO TOKI

Beginning at 3rd level, you can use your action and expend Ki to focus your awareness on the region around you. For 1 minute per Ki point you spend, you can sense whether kensei are present within 1 mile of you. This feature doesn't reveal their location or number. At 6th level, you can sense whether kensei are present within 6 miles. At 14th level, your sensing ability is vaguely directional, such 'To the northeast', or 'Far south from here'. At 20th level, by activating this ability, you can sense kensei if they are anywhere on the same plane of existence as you, but when you enter another plane of existence, all other Kensei of 3rd level and higher can sense your arrival, and those 14th level and above can sense the direction. Powerful warlike planar beings can be substituted for this sense. Beginning at 2nd level, and each level thereafter, there is a 10% chance per level that you will be challenged to a duel. The rival will typically be a kensei equal to your level or greater (with a challenge rating seldom higher than your level) or an equivalent warrior race with a challenge rating similar to your level. For example, desperate and foolhardy kensei of 8th, 13th, and 16th level might locking blades with the likes of Githyanki, Giants, or Aasimon, in their quest to prove themselves. These duels are tests of pride, personal prowess, and honor, and participants cannot employ magical weapons or armor and still gain full benefits. The duels are very formal, and traditionally, you cannot gain the benefits more than once until 11th level and above. At 11th level and above, there is a 110% or greater chance a kensei will come seeking to duel you. What this means is there is a 100% chance one will show up, and a 10% chance per level above 10th that you will face two, rather than one duel. If you actively seek out other kensei to duel, no roll is necessary. At 20th level, you may expect to face an average of two kensei duels on each quest related to an Epic Boon, or may face one or more kensei as part of your quest itself. The duel may have set victory conditions, such as the first to strike, first to draw blood, first to fall prone, submission, or more frequently, death. Rival Iaijutsu masters may even

WEAPON MASTER The weapon master dedicates their lives to forming a bond between themselves and the essence of their chosen weapon, unlocking its manifest and arcane mysteries through deep meditation and countless hours of practice. In addition to choosing a Weapon Style at 1st level, you are granted special features at 3rd level and again at 7th, 10th, 15th, and 18th level.

WEAPON STYLE Beginning when you choose this method at 1st level, you adopt a particular weapon style as your specialty. Choose one of the following options. This choice must suit your weapon focus, i.e., you cannot take Balestra Lunge if your Weapon focus is for a Great Sword. The styles are presented in alphabetical order. Balestra Lunge. When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 initiative and your weapon gains the reach property. 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. En Garde. When unarmed, or using a weapon with the Finesse or Two-Handed properties, you have a +1 to AC. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are 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. Two-Weapon Fighting. When you engage in two-weapon fighting including unarmed attacks, you can add your ability modifier to the damage of the second attack.

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COMPLIMENTARY FIGHTING STYLE

GREATER SPIRITUAL ENHANCEMENT

At 3rd level, you can choose a second option from the Weapon Style class feature, as long as it can be applied to the same weapon or unarmed combat style you have chosen for your focus.

Upon reaching 15th level, the spiritual bond you have with your signature weapon has grown, and your weapon is capable of manifesting new properties reflecting your own spiritual development. When wielding your weapon, it assumes the properties of one Very Rare magical weapon of your choice. Alternatively, you may keep the existing properties from before, or chose a different Rare feature. Once chosen, you may change this property again at 18th level. Examples of very rare features include Frost, Speed, and Sharpness.

WEAPON MASTER At 7th level, you gain one feat of your choice from the following list of Weapon feats or similar Martial melee feats: Defensive Duelist, Dual Wielder, Great Weapon Master, Polearm Master, and Weapon Master. If you took unarmed combat, you can choose from Grappler, Tavern Brawler, and similar unarmed feats.

LEGENDARY SPIRITUAL ENHANCEMENT Upon attaining 18th level, you have perfected the spiritual bond you have with your signature weapon, and your weapon is capable of manifesting astounding properties reflecting your spiritual mastery. When wielding your weapon, it assumes the properties of one Legendary magical weapon of your choice. Alternatively, you may keep the existing properties from before, or chose a different Very Rare feature. Once chosen, you may change this property again at 20th level, upon completing the requirements for an Epic Boon. Examples of Legendary features include Defender, Holy, and Vorpal.

LESSER SPIRITUAL ENHANCEMENT Starting at 10th level, the spiritual bond you have with your signature weapon has begun to manifest special properties reflecting your own personality. When wielding your weapon, it assumes the properties of one Rare magical weapon of your choice. Once chosen you may not change this property again until 15th level. Examples of rare features include Flame, Slaying, and Wounding.

SWORD OF LEGEND At the DM's option, when you have reached 18th level or higher, if you die on the battlefield while wielding your weapon, as your final act, you may expend the remainder of your Ki to endow the weapon with your spiritual essence, to be passed on to a worthy descendent. If used in a duel against the foes that killed you, the descendent loses no honor for using this weapon to defeat them, and the DM may allow your descendents to suffer no loss of class features whilst using it to avenging your death. The DM may decide whether the object acts as a normal magical item or retains your personality as a Sentient Magic item, using your Intelligence, Wisdom, and Charisma scores.

SHISHIO'S BLADE ENGULFED IN FLAME IN A DUEL WITH THE BATTOUSAI—ROURONI KENSHIN

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MARTIAL ARTIST Choosing martial arts as your Principle Method gives you mastery of combat styles that use unarmed strikes and martial arts weapons. Depending on the chosen techniques and maneuvers of your Martial Arts style, you gain a variety of benefits and weapon options.

CREATING A STYLE Martial Arts are classified by five different characteristics: defense (AC), speed (attacks), power (damage), principle attack form, and special maneuvers—including weapons. When unified by a common theme these elements form a style. The number of styles possible combining these elements is astronomical. Each style is different and must be learned separately, although many maneuvers do not have to be relearned if the new style has similar ways of accomplishing them, particularly if the principle attack style or form is similar. Traditionally, masters from similar styles will recognize some or all of the rank of a disciple of another style, particularly if the visiting student has high rank, or has won renown in tournaments. Many styles use titles or colored belts to establish ranking of students to prevent injury from mismatched practice. Styles often have descriptive or poetic names, or are named after the master who invented them. Each style is created by choosing the general characteristics of the style and then selecting matching values, terms, and abilities from each relevant category.

Style Hard Hybrid Soft

AC Mod. 1 2 3

#AT Mod. 1 1 0

DMG Mod. 4(2) 3(1) 2(1)

Method Block Kick Lock Movement Push Strike Throw Vital Area Weapon

AC Mod. 2 1 2 2 2 1 2 1 1

#AT Mod. 1 1 1 1 1 1 1 1 1

DMG Mod. 3(1) 4(2) 3(1) 2(1) 1(0) 4(2) 3(1) 4(2) by weapon

i) Total the AC modifiers. This is your total Armor Class Bonus while using your style. For example, Hard style (AC Mod 1) Kick method (AC Mod 1) totals AC Mod 2, for +2 to your martial arts (unarmored) AC. If you have an AC bonus based on Wisdom such as the Monk's Unarmored Defense, the effects do not stack. ii) Total the # of Attack Modifiers. Hard and Hybrid Styles have a total of 2, rather than 1, and can make one martial arts strike as a bonus action with their principle method. Following our previous example, if you take the Attack action and attack with a Kick as your principle Method for a hard style, you can also make a second kick as bonus action assuming you haven't already taken a bonus action this turn. Soft styles do not gain a default bonus action. iii ) Total the Damage Modifiers. In our Hard Style: Kick Method, the Hard style provides a Modifier of 4 (2). The 2 in parenthesis is only used for secondary methods, not the principle method. the Kick method also provides a Modifier of 4 (2). The 2 in this parenthesis is also ignored because Kick is a Principle method, not a secondary method. The Total modifier, of 4 + 4, is 8. This is the maximum value possible for a 1d8 damage die, therefore your kicks would normally inflict 1d8 damage. When building a Style, for the primary, odd damage totals round up to the nearest die. For example, a Hybrid Style (AC +2, Attacks +1, Damage 3) with a Kick principle method (AC +1, Attacks +1, Damage 4) would have 3+4 = 7 damage, which rounds up to the nearest die as 1d8. The notable exception is Soft Style with Push as principle method, which inflicts 1d3 damage. Certain abilities, modifiers, or maneuvers may modify this value. Weapon modifiers are calculated differently, see section iv below.

STEP 1. STYLE: HARD, SOFT, OR HYBRID? First, decide whether the martial art is:

a) hard style, external school (Wai Gong) - fast and explosive, dependent on strength and agility; e.g. Long Fist, Kickboxing, Karate b) soft style, internal school (Nei Jia) - focused on awareness of Qi, mind, and cultivation of the spirit; e.g. Tai Chi Chuan, Judo, Aikido c) hybrid style, a hard/soft blend integrating techniques and maneuvers from multiple styles; e.g. Cuong Nhu, Jeet Kune Do, Hapkido

STEP 2. CHOOSE A PRINCIPLE METHOD Choose a Principle method to defend yourself.

There are nine principle methods that make use of one or more parts of the body. They are Blocks, Kicks, Locks, Movement, Push, Strikes, Throws, Vital Areas, and Weapons. Every style incorporates multiple secondary methods to bolster their principle, for example, in Karate, there are many punches and kicks, but few locks or Vital Areas. In addition to principle and secondary methods, all styles practice with a number of weapons to help refine their defenses or add diversity to their fighting style. The tenth method, Mental, is described later.

iv) Calculate Weapon Modifiers. If the Principle Method is a Weapon, such as a Kama (Sickle), you would find the base max damage of the weapon, in this case 1d4 slashing being a maximum of 4, and then add your Damage modifier for style. Supposing you designed the Kama style as a Soft Style, you would add 2 to the Kama's weapon value of 4, yielding 6, therefore your Kama, when used in the Soft Style martial art form as the Principle method, would normally inflict 1d6 damage. If you instead chose a Hybrid Style, you would add 3 damage, rather than 2 damage to the base of 4, for a total of 7. The nearest die rounding up from 7 is 1d8, rather than 1d6. When weapons are acquired as secondary methods, and not principle methods, they inflict normal damage without a style modifier. This is an exception to the

STEP 3. COMBINE STYLE AND METHOD Add the bonuses from the chosen Style and Method together.

When you have both a Style and Method chosen, total their modifiers using the following three sections. If the principle method is a Weapon, skip section iii and use section iv instead for damage calculation.

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rule of secondary methods and does not apply to other methods such as Kick or Throw. For very large weapons like the Nodachi (field sword) or Zanbato/Zhanmadao (literally: horse-chopping blade), The dice step up from 2d6 is 2d8, and the die step up from 1d12 is either 2d8 or 1d20 (DM's choice). Oversized weapons are particularly popular with some kensei.

STEP 5. STARTING MANEUVERS Finally, select your starting Maneuvers.

Each method has a number of normal attacks or actions associated with it in addition to more advanced maneuvers. You may select any maneuver that you have an associated method for, as long as you meet the prerequisites for any other maneuvers and level minimums. As stated before, Pure Soft styles do not have a bonus attack built into their basic abilities, however they treat the Mental category of Maneuvers as a principle method. If the maneuver is part of your principle method, you are considered 2 levels higher for purposes of determining your minimum level. For example, if you wanted to take Eagle Claw, and your principle Method was Strike, you could take Eagle Claw as early as 3rd level, provided you had not spent all of your maneuvers at 1st level. In addition to maneuvers from your principle and secondary methods, all styles have access to maneuvers from 2 additional categories. Traditionally, these categories are Movement and Mental, but Hard Styles may trade either for Kick or Strike if they do not have them already. Those with the Kick or Strike Method may trade in access to the Movement and Mental Maneuvers for Block and Throw maneuvers instead. Soft Style purists, who automatically have the Mental Maneuvers as a free principle Method, may select from either the Vital Area or Weapon Maneuvers, as alternatives to, or in addition to Movement Maneuvers , for two total. The complete list of all Maneuvers can be seen below.

STEP 4. ADDITIONAL METHODS AND WEAPONS Assign secondary methods, weapons, and weapon groups.

After choosing your principle or primary method, you have 4 secondary methods you may choose, to add blocks, kicks, and punches, for example, or to add weapons or weapon groups. Whenever maneuvers are available, you may elect to take another secondary method instead of a maneuver. At first level, you are normally assigned two maneuvers to start (see below), however, these may be traded for 2 additional secondary methods, for a starting total of six, although you would have to wait until 5th level before getting your first maneuver if you took this option.

WEAPON GROUPS A smaller category of weapons than Martial or Simple, Broad groups may include a large collection of weapons related by a common theme, such as Pole arms, Blades or Finesse weapons. Tight groups are typically three to eight weapons closely related, such as Ninja, Samurai, or Shaolin training weapons. A Samurai, for example, might use the following: Daisho (katana and wakizashi or tanto pair), Tessen (war fan), Yumi (long bow), Yari (Spear), and Naginata to name a few. A tight group of weapons takes the place of two methods, and a broad group takes the place of three methods.

CALCULATING DAMAGE FOR SECONDARY METHODS For your secondary methods, add the lower values of the damage modifiers listed in parentheses for Style and Methods. For example, if you used Hard Style 4 (2), with Strike 4 (2) as one of your secondary methods, you would total the numbers in parenthesis, 2 damage from your Hard Style, plus 2 damage from your Strike method, adds up to 4. This is the maximum possible for a 1d4 damage die, therefore your strikes would inflict 1d4 damage. The exception to this calculation is secondary weapons, which do default weapon damage with no style bonus. For example a one handed Bo (quarterstaff) still inflicts 1d6 damage. Secondary methods provide no AC modifier.

Maneuvers Master List Block

Kick

Lock

Move

Push

Body Conditioning Ukemi Missile Deflection Eight Directions Eight Limbs Diamond Body

Sweep Back Kick 360 Crescent Flash Kick

Choke Hold Escape Incapacitate Immobilize

Feint Prone Fighting Shikko Immovability Leap Speed Slow Resistance Evasion

Concentrated Push Sticky Hands One Finger One Inch Punch

Strike

Throw

Vital

Weapon

Mental

Iron Palm Crushing Blow Eagle Claw

Break Fall Instant Stand Hurl Great Throw

Pain Touch Stunning Touch Paralyzing Touch Distance Death

Weapon Catch Weapon Breaker Steel Cloth Nito Ryu Tu Guem Sool Battoujutsu

All Around Sight Mental Resistance Blind Fighting Zazen Iron Shirt Cloud Dancing Levitation Shin No Ippo

EXAMPLE STYLE Aikido: Soft Style (3/0/2), Throw (2/1/3) Total: +5 AC, 1 Attack, 1d6 Damage: Principle Methods Throw, Mental Secondary: Block, Lock 1d3, Push 1hp, Movement 1d2, Weapons: Jo Staff, Bokken; Maneuver Groups: Throw, Mental, Block, Lock, Push, Move, and Vital; Recommended Maneuvers: Break Fall, Ukemi, Prone Fighting, Shikko, Hurl, Great Throw, Immobilize, Eight Directions or Immovability

MATCHED SETS & SECOND PRINCIPLE METHODS If the principle weapon is a matched set, such as a daisho, then the principle weapon advantage may be purchased for secondary weapons at double cost; i.e. 2 methods for a second primary weapon, all four methods for a tight group primary, and—at the extra cost of your first two maneuvers, 6 methods for a broad group. You may do the same with unarmed principle methods, such as Strike & Kick methods both being principle, at the cost of 2 rather than one secondary method, as long as both methods have the same AC modifier. The exceptions are Block & Movement; Block can be purchased as a tight group with Kick or Strike, while Kick can be purchased with Movement as a Tight Group. Either way, you only gain the AC modifier once.

GAINING MANEUVER SLOTS In your study of martial arts, you have trained with masters who have revealed their secret teachings with you, endowing you with special abilities called Maneuvers. At 1st level, you gain two martial arts maneuvers of your choice, as long as they are within your Maneuver Groups, as established by your Principle and secondary Methods. The maneuvers are described in detail at end of the Basic Methods section below. When you gain certain Kensei levels, you gain additional Maneuvers of your choice, as shown in the Martial Arts and Maneuvers Table above, as long as you meet the requirements.

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MARTIAL ARTS AND MANEUVERS Kensai Levels 1st—4th 5th—6th 7th—8th 9th—11th 12th—14th 15th—17th 18th—20th

that path, recalculating your damage, number of attacks, and Armor Class. You retain any maneuvers from the old style, but recalculate your principle and secondary methods, as you attempt to relearn in a new way what failed you the first time. Once you have mastered all the maneuvers of the new style, you can use the principle and secondary methods of both, as well as learning new maneuvers from either. Most kensei will have established a school with students by then. When designing your Style— the one that students will learn—you choose from which principle methods and Styles you know, then select eight maneuvers for students to learn, including any new maneuvers you have designed, with DM permission.

Available Slots for Maneuvers 2 3 4 5 6 7 8

USING FEATS FOR MANEUVERS The DM may allow you to use a Feat to take a Maneuver outside your available categories. Additionally, you may use a Feat to acquire 2 Maneuvers associated with any secondary methods you have, or you may trade a Feat to acquire 3 Maneuvers which are associated with your principle method. There are some limitations on this option. First, you must meet the prerequisites for the maneuver. Second, if the Maneuver requires 5th level, it costs double, i.e., it must be at least a secondary method or requires two unspent feats. If the Maneuver requires 7th level, it costs triple, i.e., it must be a principle method or requires three unspent feats. Maneuvers 9th level and above cannot be acquired in this way without using Epic Boons. Abilities that can be purchased multiple times such as Swift and Body Conditioning are always considered a 7th level Maneuver for this purpose. Used judiciously, it is possible to acquire sufficient maneuvers to meet the 8 minimum required in creating your own style and founding a school, long before 20th level.

ATTRACTING STUDENTS At 9th level, or when you have at least eight maneuvers in your style, whichever comes first, you attract 1-6 students who will desire to train with you in your Style. They will begin as 1st level kensei and expect you to perform. As time goes on, there is a 1 in 20 chance each student will leave each time you level, and a 50% chance students will leave if you lose a duel. If you defeat a higher level kensei, you will attract 1-2 more students. If you invest a large sum of wealth or time constructing a dojo or temple, the elder students may begin recruiting others for you, by use of public performance demonstrations in villages or cities, and by defeating students from rival schools. The size of your student population depends on how large your facility is. A basic facility the size of a guild hall costs 5,000 gold worth of materials, takes 60 days to build, and increases the maximum students to about 5-50. A large facility, such as a temple costs 50,000 gold and takes 400 days to build, but increases your student enrollment up to several hundred. Building a massive complex the size of a palace costs at least 500,000 gold, takes 1,200 days to complete, and is capable of training and housing a legion. As your facilities expand, the loyalty of your elder students increases as the hierarchy becomes more rigid with responsibilities. This has a tendency to embroil you and your eldest students in politics, both internal and regional. Some students may wish to break off and form their own temples, either retaining your principles and school titles, or developing their own. This can lead to elaborate pageantry for testing and promotion, and the establishment of honorifics more consistent with Monk archetypes rather than Kensei. Any facility larger than an estate or manor (25,000 gold, 150 days, about 15-150 students), will likely attract more monks than Kensei. For more information on Monks and the Martial Arts, see the section on Monks below.

NON-KENSEI & MARTIAL ARTS Martial Arts are for everyone. In order to acquire martial arts, you do not have to be a kensei. To get started, first, you purchase a Style & Method. This unlocks the basics of the martial Art. Each Feat afterward dedicated to this style counts for up to 3 slots to buy maneuvers or secondary methods, including weapons and weapon groups. A style is traditionally complete, (equivalent to a 1st level Kensei) when you have 4 secondary methods or weapons, and 2 maneuvers. A style is mastered (menkyo kaiden) when you have eight total maneuvers, which traditionally takes about 30 years to achieve. A progress chart follows with initiate Mudansha or popular modern Kyu belt ranks: MARTIAL ARTS FOR OTHER CLASSES Total Cost 1st Feat 2 Feats 3 Feats 4 Feats 5 Feats

Martial Art Progress Principle Style and Method, Basics 3 methods, no maneuvers 4 methods, 2 maneuvers, Complete 4 methods, 5 maneuvers 4 methods, 8 maneuvers, Master

Level 4th 8th 12th 16th 19th

Rank White Belt Orange Belt Purple Belt Red Belt Black Belt

SWITCHING STYLES & BUILDING A DOJO

METHODS IN DETAIL

At some point you may become disenchanted with the pursuit of what you once thought was a promising Road to enlightenment, and seek greener pastures elsewhere. You may have been defeated by the student of a rival dojo or a wandering master and found your own style lacking. What to do? Obviously Seppuku is the only choice... or, you could begin training with a new style and master. Choosing a new style is fairly straight forward, you spend the slot normally reserved for your next Maneuver (or use a Feat to acquire available slots) and then begin progressing along

Examples of each standard attack form and notes are described below, these basic actions are the foundation upon which advanced maneuvers are based. Additionally, the maneuvers associated with each principle method are listed. The modifier for attack and damage rolls depends on your style. Hard Styles use your Strength, Hybrid Styles have Finesse, and may use Strength or Dexterity. Soft Styles may also use their Wisdom. Some Styles also teach skills, such as Acrobatics or Medicine. These skills can be purchased for the cost of one maneuver slot.

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d)use a bonus action to throw an opponent you have grappled if you have the throw method; e)use a bonus action to damage or destroy a joint, inflicting normal damage. A Constitution save applies, on a failure, the damage is severe and actions related to the limb location, such as archery, walking, or fencing, are at disadvantage until the victim takes a long rest. If you also have choke hold, the damage may produce whiplash or temporary paralysis. If lock is a secondary method, you receive +1 to your grappling attempts. If this is your Principle method, you receive the following five benefits: You 1)are considered one size larger for purposes of who you can grapple; 2)receive +2 to your grappling attempts; 3)are considered Proficient in Athletics when grappling without it; 5)If you already have athletics, your proficiency bonus is doubled. Maneuvers: Choke Hold, Escape, Incapacitate, Immobilize Skills: Athletics

BLOCK Includes techniques such as knife hand, palm block, shin block, cross block, kicking block, and locking block combos like mantis claw to transition quickly into breaks or throws. In addition to protecting vitals and minimizing damage, you can a) use your action to attack with knees or elbows; b) use an attack to deflect or reduce the damage of an attack; c) use your reaction to intercept and demolish an unarmed attacking limb with a blade elbow; or d) use your reaction to block and break a melee weapon being used against you. When attacking, use your normal damage. When using a full block in place of an attack, you roll normal damage + level. The damage is reduced by this value, to a minimum of 0. When using a 'blade' or knee as a reaction, you apply your normal damage to both the amount the attack is reduced by, as well as the amount of damage you inflict. You take the difference if you fail to reduce it to zero. When you attempt to block and break an incoming weapon, you use Weapon Breaker maneuver below, except you use your damage total as the DC for breaking. Maneuvers: Body Conditioning, Ukemi, Missile Deflection, Eight Directions, Eight Limbs, Diamond Body

MOVEMENT Techniques for tracing obstacle courses and navigating hostile environments, including battlefields. Gymnastics like leaping, Cartwheels, Tumbling, black flips and handsprings, are combined with diverse moves like shoulder charges, unbendable arm, butterfly kicks wall spins, cat to cat, and wall running—culminating into things like multiple air flares and the Shuriken Double Cork. Besides slamming into opponents and using graceful butterfly kicks, you gain the following benefits: a)normal climbing no longer costs you extra movement; b)running jump distance increases Dexterity mod in ft; c)using your reaction, when grappled by a large creature or smaller, you may use your attacker's momentum to throw them, inflicting normal damage plus their strength modifier and freeing yourself; d)using your full movement and attack action to do handstand and aerial kicks, your attackers are at disadvantage to hit you and if they miss, you get attacks of opportunity if within 5 ft; e)Reduce the damage from a fall, knock back, or throw by twice your level; f)when you take the Dodge action, you add +2 to your AC and Dexterity saving throws; g)if within 5 ft of a hard floor, wall, or other object, you can time your movement to fool opponents into hurting themselves striking surfaces instead of you, if they miss, they suffer damage equal to their strength bonus . This takes full movement and action. If surfaces are too

KICK Includes techniques such as the Front Kick, Roundhouse, Side Kick, Push Kick, and Axe Kick, in addition to various jump kicks and more technical moves like Reverse roundhouse and Spinning Outside Crescent kick. If you have Prone Fighting, you can also do various Prone kicks such as the Windmill or Flare Kick, Chapa de Costas, and Escorpião—handstand kicks. In addition to inflicting normal damage with basic kicks, you may use kicks to a)push an opponent back, splitting your kick result 50/50 into damage and distance; b) as a bonus action, you may use a spinning crescent kick to land blows on up to two additional adjacent opponents as long as they are within 5ft of you and each is within 5 ft of the previous; c)As a reaction, you may make an attack at disadvantage to Reverse Roundhouse a flanking opponent when they enter within melee range; d)you can sacrifice accuracy and speed to make devastating aerial kicks, take a -5 penalty to attack and initiative, and add +10 to the attack's damage. Your normal initiative returns on your next turn. Fancy footwork costs movement. Push kicks and the Reverse Roundhouse cost 5 ft of movement. Aerial kicks cost 10 ft, and the spinning crescent kick costs 15 ft. You may only make basic kicks if you have run out of movement during your turn. If Kick is taken as a Secondary, rather than Principle Method, the spinning crescent hits one additional opponent not two; and the aerial kicks add +5 damage, not +10. This represents the difference in expertise. Maneuvers: Sweep, Back Kick, 360 Crescent, Flash Kick

LOCK Implements leverage techniques, including Leg Locks, Arm Bars, and Wrist Control in order to pin opponents to the ground, setup for a throw, or hyperextend joints causing tendon damage, dislocation, or breaks. With Lock, in addition to using your attack to grapple, you may a)use a bonus action to render a grappled opponent prone; b)use your reaction to escape a pin or hold; c)use your reaction to attempt to grapple an attacker that misses you;

HIRAZUKI MASTERS, OKITA AND HIJIKATA OF THE SHINSENGUMI—PEACEMAKER

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weak to take their attacks, the objects struck are destroyed and the creatures take no damage. This only inflicts damage if they use natural weapons such as fists, kicks, claws, and bites. Swift: As your Principle Method, your base movement is +5 ft, and you can move along vertical surfaces. You may take an additional +5 ft move instead of buying new maneuvers, up to a maximum of +30 feet. This ability does not stack with Unarmored Movement. If you already have Athletics or Acrobatics, your proficiency bonus for those skills is doubled. As a Secondary Method, you do not double your proficiency bonus for skills, the falling damage reduction equals your level, not twice your level; and the bonus for taking the Dodge action is +1, not +2. Maneuvers: Feint, Prone Fighting, Shikko, Immovability, Leap, Speed, Slow Resistance, Evasion Skills: Athletics, Acrobatics

may target them or their weapon, as per rules listed in the Block Method, above. You can break 1/2" thick wood and 1/4" stone for each point of damage you inflict. Impulse requires an initiative check higher than the required damage to break, and Soft breaks may instead destroy individual bricks, bones, and boards to twice the normal depth. Finally, you may attack with a head butt, knee, or elbow, as an improvised strike or part of a combo. You may substitute your constitution modifier for the head butt damage modifier, and add +2 if you also have Iron Shirt. If Strike is not your Principle method, all listed +2 modifiers become +1 and all Break depths are at half. If you have Soft Style, Soft breaks are considered part of your Principle. Maneuvers: Iron Palm, Crushing Blow, Eagle Claw

THROW Includes the basics of drops, reaping, leg wheels, hip and shoulder throws, as well as more advanced moves like Heaven and Earth Throw and Floating Technique or Uki Waza. In throws, you keep point; change your center of gravity; and redirect momentum. You may grapple and use a bonus action to throw or sweep them to the ground a)rendering them prone, b)pushing them back a number of feet equal to the damage, or c)rendering them pinned. In each case, they take normal damage from the throw. Additionally, you may use your reaction to an attack to harmonize with them, throwing them back or directing them to the earth, adding their Strength Modifier to your total damage and distance. If you have the Eight Directions technique, you may use your reaction against any number of attacks to throw them in this fashion. If this is a Secondary Method, redirecting more foes than you have attacks inflicts one level of exhaustion. If this is your Principle method, you are considered one size category larger for purposes of grappling. Additionally, as a Principle Method, if you take the Break Fall maneuver, Ukemi automatically becomes available to purchase, even if you don't have the Block method. Maneuvers: Instant Stand, Hurl, Great Throw

PUSH Also known as Tui Shou or Push Hands, this incorporates basic movement with esoteric techniques, such as Block, Cover, and Intercept with sticky hands motions of Single Whip, Silk Reeling, and Fa Jin. With Push, you may use either your attack, or your Reaction to any melee attack to a)deflect attacks, b)push back, trading damage for distance: 1d3 damage becomes 1d3 ft push back, c)knock prone, or d)set up for a lock or throw, at +2 to hit, the opposite of half cover. Maneuvers: Concentrated Push, Sticky Hands, One Inch Punch, One Finger

STRIKE Includes basic techniques such as punch, uppercut, hook, and various open hand moves such as ridge hand, spear hand, knife hand or chop, and open palm—the latter two being popular for breaking boards and bricks. More esoteric hand forms include tiger claw, leopard fist, and mantis hook. In addition to normal punches, you may a)duck and jab, b) intercept and counter, c)combo attack, or d)deal one of four breaks. A duck and Jab uses your reaction to get a temporary +2 AC against one melee attack. If they miss, you may use your bonus attack to counter attack. Intercept and counter uses a Ready Action to use your normal attack to block one attack and a bonus action to follow up0 with a counter attack, if you hit a better AC than their attack, you block. If you also have Block as a Principle method, you gain +2 on the attempt. A combo is a chain of attacks, beginning with your basic and bonus attacks, if all hit, you can use your reaction to finish with any other method including kicks, elbows, or knees if you have those methods. There are four methods of breaks:    

VITAL AREA Nerve bundles, meridians, and acupuncture points combined with study of the symmetry and vital locations in the anatomy of living things allows you to deliver Atemi strikes, or by establishing a grapple, inflict a variety of maladies including pain, paralysis, and organ failure. Common blows include the strikes to the temple, solar plexus, and kidneys. In addition to normal attacks you may inflict temporary damage, from intense pain, which lasts 1 minute, then wears off. You may also attempt to knock the wind out of your target, if you hit, a Constitution saving throw applies. If failed, the target suffers the effects of a number of levels of temporary exhaustion equal to your proficiency modifier, these effects wear off after 1 minute. If it would result in death, the victim receives a second save at advantage to reduce the effects to unconsciousness. If Vital isn't your Principle method, use only half your proficiency modifier for calculating the effects of temporary exhaustion. Strange Foes and Vital Points. Aberrations tend to have far less or far more vital points. Either the vital attack you make is resolved as if you had advantage, but inflicts minimum damage, or the vital attack you make is made at

Speed: use dexterity for attack & damage bonus, normal attack roll Power: use strength for attack & damage bonus, normal attack roll Soft: use wisdom for damage bonus, enemy uses Dexterity save instead of AC. Impulse: use initiative roll for attack roll and initiative bonus for damage modifier

The Impulse break may be used as a reaction against any opponent who attacks you if you have better initiative, and

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disadvantage, but is always treated as a critical hit. The DM may choose which of the two you make, or if you resolve damage normally. If fighting a Construct, vital attacks inflict no damage normally, however, if you have Iron Palm, Eagle Claw, or Crushing Blow, you may inflict full damage, exploiting their weak points. Maneuvers: Pain Touch, Stunning Touch, Paralyzing Touch, Distance Death Skills & Tools: Medicine, Herbalism

Zanbato Master: Some weapon masters are notorious for using oversized weapons. Normally weapons used by Large and Huge monsters, such as an Ogre's Greatclub, are too large for a human, and require Strength of 21+ to even make attacks at disadvantage; However, if the weapon is your Principle method, you only need a 19 Strength to wield a large monster's weapons, again, at a disadvantage on all attack rolls. This penalty is negated if you also have the Eagle Claw or Immovability maneuver. Normally, wielding a huge monster's weapons is completely impossible, however, with Immovability, you can attempt to wield even huge weapons as if they were merely large—at disadvantage, and if you also have Eagle Claw, even that penalty is negated, as long as your Strength is 19 or higher. If Weapons are your Secondary method, you must have a 20 Strength or higher to meet the same standards. Maneuvers: Weapon Catch, Weapon Breaker, Steel Cloth, Nito Ryu, Tu Guem Sool, Battoujutsu.

WEAPON Simple and Martial Weapons ranging from ordinary farmer tools to the more refined military weapons are common to martial arts. Even esoteric weapons that emphasize reach, size, or utility, like a zatoichi, meteor hammer, or kasurigama are popular choices. Emphasis on unusual speed, size, and stance produce a diversity of styles and expertise. With the Weapon method, if you have a sheathed single handed or versatile blade, you may practice Iaijutsu techniques like Iaido. Weapon & Sheath Style: If your weapon has a sheath, you may use it as a club to parry or strike as if proficient in Two Weapon fighting. Additionally, if attacked in melee, you may attempt to use your sheath to block or attack as your reaction. Hirazuki: A technique developed by the Shinsengumi with a blade held high and parallel to the ground, it involves a similar sudden burst of speed and distance to the Balestra Lunge weapon style above, and can only be used with a finesse blade with the versatile property. Principle method users thrust suddenly gaining the reach feature and +1 initiative. Secondary method users can gain either the reach feature or the initiative bonus, but not both. If this is your principle method, you may spend a Feat specializing in the Hirazuki, and granting three special features:  your reach is +10 rather than +5 ft for this attack;  when attacking, you gain +2 initiative rather than +1;  If you hit, you gain a +5 on your damage. The Hirazuki Specialization feature does not stack with the Charger Feat, although you can use both separately. Iaido: As a bonus action, you may switch stances for a quick draw called Nukitsuke—simultaneously drawing the sword from the saya or scabbard, while moving the scabbard back and cutting an opponent. This is followed by shaking or wiping the blood from the blade, and then sheathing, for the next attack. While in this stance, you have a bonus to your initiative equal to +2 f this is your Principle method, or a +1 if this is your Secondary method.

MENTAL The essence of Neijia, Internal Martial Arts, it includes understanding of Ki, the cultivation of the Spirit, Qi Gong, the principle of Li, and the philosophy governing these ideas. If you have the Mental method as a Principle, you may a)recover 1 Ki point during a short rest. If you did not have Ki before, you can cultivate up to your half your proficiency bonus per day, e.g. one at 1st level, two at 9th level, and three at 17th level. b)You may attempt to break free from mental control by spending 1 Ki to end one effect on yourself that is causing you to be charmed, psionically controlled, or frightened. c)You add your Wisdom modifier to your Intelligence score when determining Mental AC. Additionally, you may spend a Maneuver slot to gain proficiency in Wisdom saves or Meditation if you do not already have it as a class ability. Maneuvers: All Around Sight, Mental Resistance, Blind Fighting, Zazen, Iron Shirt, Cloud Dancing, Levitation, Shin No Ippo Skills & Tools: History, Nature, Religion, Calligrapher, Painter, Alchemist

MARTIAL ARTS MANEUVERS There are 51 Martial Arts Maneuvers. You may work with your DM to devise new ones. If a maneuver has any prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your total character level. All maneuvers require both a martial art style and a relevant method. Maneuvers are sorted by their Methods and prerequisites. If a Maneuver has no listed prerequisites, it may be learned at 1st level.

BLOCK BODY CONDITIONING You have spent extra effort supplementing your training with powerful exercise routines known as Hojo Undo, using various tools such as Chi Ishi (weighted levers), Tetsu Geta (iron clogs), Suburito (oversized wooden swords or oars), and striking boards known as Makiwara. Choose one between Strength, Constitution, or Dexterity. Your score in that ability increases by 1. Your maximum for that score is HIKO SEIJURO WIPING BLOOD FROM THE BLADE —SAMURAI X: TRUST & BETRAYAL

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now 21. Each time this Maneuver is taken, the ability score and max increase, up to a +4 bonus with a maximum score of 24. If you have the Barbarian's Primal Champion feature, the effects do not stack.

KICK SWEEP You know how to kick someone's legs out from under them. The sweep inflicts normal damage and knocks the opponent prone unless they succeed on a saving throw, using either Dexterity or Strength saves, whichever is higher. Opponents with Immovability have advantage on saves vs. Sweep. If the victim succeeds on a Strength save, and has Iron Shirt, Plate Armor, or Natural AC 18+, you inflict normal damage upon yourself, unless you also have the Crushing Blow maneuver.

UKEMI Prerequisite: Break Fall Spending countless hours as the Sensei's striking dummy have made you an expert at receiving and rolling with attacks to minimize injury. when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you (minimum 0).

BACK KICK

MISSILE DEFLECTION

You have the ability to kick opponents behind you at no penalty, additionally, This means an attacker in the your rear arc no longer makes attack rolls against you with advantage, unless they gain surprise. Finally, at the DM's option, you may gain surprise to attack opponents behind you with your back kick, which inflicts normal damage. If you also have All-Round Sight, you may surprise those attempting to sneak attack you from behind, at the beginning of their own surprise round.

Prerequisite: 5th level Relying on the speed of your reflexes and the nimbleness of your footwork, you can deflect ranged weapon attacks. This ability is constant although you must be aware of the attacks. You are allowed a Dexterity Saving throw against each attack, if successful, you dodge the attack, if not, it hits normally. If you also have Weapon Catch, you may use your reaction to make a ranged attack as part of the same reaction. You make this attack with proficiency, and the missile counts as one of your martial arts weapons for the attack. Normally using this maneuver costs two attacks in addition to using your reaction, however the DM may allow you to use your move action losing 30 feet of movement in place of one of the two attacks. If you have a War Fan or the steel cloth technique, for each of these weapons wielded, you receive a +1 to your Dexterity saves for these attacks.

360 CRESCENT KICK Prerequisite: 5th level You can build up power and momentum by spinning to produce a dramatic tornado kick. If you hit, you inflict double normal damage, if you miss, you lose your next attack regaining your balance. If you have prone fighting, you can use this maneuver to sweep your opponents while prone doing Flare kicks. At Higher levels. At 9th level you can use 10 feet of movement to attempt a Feilong Cross against adjacent opponents, or a 360 Split against opponents flanking or opposite with you in the center, sacrificing your doubledamage single attack to make two normal kicks as a bonus action. Prone fighting users like those in Capoeira can use handstand walking and flips to meet the 10 ft requirement.

EIGHT DIRECTIONS Prerequisite: 7th level Intense training with multiple attackers and mastery of 8 trigram movements have honed your ability to block or parry multiple melee attacks simultaneously. You are allowed a counter attack against each attack, if successful, you block the attack, if not, it hits normally. If you also have Weapon Breaker, you may use your reaction to attempt to destroy the weapon as part of the same reaction. Normally using this ability costs two attacks in addition to using your reaction, however the DM may allow you to use your move action (30 feet) in place of one of the attacks.

FLASH KICK Prerequisite: 7th level, 360 Crescent Kick With a five foot step you can perform a spectacular kick inflicting triple damage if it lands. If you fail to hit, you land prone, and lose your actions for the next round unless you have Prone Fighting or Instant Stand. Flash Kicks consume movement as well as attacks to execute. You may attempt more than one Flash Kick during your turn as long as you have sufficient movement and attacks remaining. At Higher levels. If you also have the Leap maneuver, at 12th level or above, you may step up the 360 Crescent and attempt a 540 kick, which takes up 10 feet of movement (half aerial), inflicts triple damage, and attacks made against you during your turn are at disadvantage. At 15th level, you may attempt a 720 kick, eating up 20 feet of aerial movement, imposing disadvantage during your turn to be hit, and inflicting quadruple normal damage. At 18th level, you may attempt a 1080 kick, eating up 30 feet of Aerial movement, imposing disadvantage on both attacks to hit you, and your own attack roll, however, if it lands, you inflict quintuple damage. These kicks are strenuous, if you miss, make a Con save, DC 16 for a 720 kick, and DC 20 for a 1080 kick, or suffer 1 level of exhaustion.

EIGHT LIMBS Prerequisite: 9th level You have trained extensively in brutal techniques that use not only arms and legs, but unexpected limb locations such as shins, knees, and elbows. Your total defense is so complete that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t prone, pinned or incapacitated. If you also have Prone Fighting, this ability also functions while prone.

DIAMOND BODY Prerequisite: 12th level, Iron Shirt You can protect yourself from deadly attacks to your vitals by controlling the flow of Chi in your body, making it hard as diamond. When you are subjected to a critical hit, you may use your reaction to reduce the threat to normal damage.

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LOCK

MOVE

CHOKE HOLD

FEINT

You can apply pressure to render opponents unconscious. This is the only attack you may take during the round, and requires a successful hit. The victim can attempt to escape with a successful attack against you, but they will be at disadvantage on these attacks unless the victim has the grappler Feat or a similar advantage to escape holds. For each round you sustain the hold, the victim's condition worsens. If unable to escape, the victim begins to suffer within a number of minutes equal to their Con modifier, following the suffocation rules, and drops to 0 hp within 2 rounds. You gain +1 to sustain holds if using Nunchaku, a Three section Staff, or other jointed martial arts weapons. At Higher levels. When you use this maneuver at 9th level or above, you cut off blood flow to the brain, If unable to escape, the victim becomes lethargic, begins losing hp, collapses, and dies within 6 rounds, following the exhaustion rules instead.

You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature.

PRONE FIGHTING You are able to fight without disadvantage even while prone, as long as your attacks do not involve other active maneuvers except instant stand, unless your opponent is also prone. Passive maneuvers operate normally.

SHIKKO Prerequisite: Prone Fighting You have mastered the art of Shikko, or Knee Walking, and may move about at half your normal speed while prone, and use hand maneuvers including blocks, strikes, pins, and throws, as if you were standing. If your chosen weapon is a sword you may also use it without penalty.

ESCAPE

IMMOVABILITY

Countless hours of stretching and ground fighting renders you highly proficient in escaping arm bars, choke holds, and various joint locks designed to bind, cripple, or kill you. You have advantage while defending against grappling and to escape locks and holds. Additionally, if you also have the Prone Fighting maneuver, you may gain a bonus action to either attack or use any grapple, choke, or lock maneuver whenever you successfully escape your attacker's hold.

Prerequisite: 5th Through intense focus and awareness of your own weight, and center of gravity, you have learned how to avoid being knocked, lifted, or thrown off your feet. You receive an automatic Dexterity save to avoid being rendered prone, knocked back, thrown, or lifted in a grappling move or losing your footing due to unstable ground. Additionally, you can use your immovability as a fulcrum to grapple or throw opponents larger than yourself and normally receive advantage in contested grappling checks. Even huge creatures can be thrown or grappled, although you have disadvantage on those attacks. This maneuver may also be used to maintain position during hostile terrain such as a flood, avalanche, hurricane, or landslide, or to remain Immobile relative to a larger moving object such as the top of a vehicle or monster. You can also act as an anchor point to hold tremendous weights such as in tug of war or rock climbing. Finally, if you also have the Eagle Claw maneuver, you may wield oversized weapons as if you were one size larger with no penalty, and two sizes larger at disadvantage to attack rolls. If the weapon is also your principle method, the disadvantage is negated.

INCAPACITATE Prerequisite: 5th By learning to grip, twist, and lock joints, you have mastered the art of bone breaking. After making a successful attack roll, the victim is permitted a Dexterity save, otherwise, you inflict double damage and render a finger, arm, or leg useless until the victim takes a long rest or is healed by a Lesser Restoration spell. On a critical hit, or on a natural 1 failed save, the DM may rule the effect is permanent, treating the effects as necrotic or a Sword of Sharpness, requiring magic at least as powerful as Greater Restoration to recover.

IMMOBILIZE Prerequisite: 7th With one hand you are able to grip and pin an opponent in a way that keeps them from taking physical actions, while retaining the power to attack them or even immobilize another victim. A successful hit roll is required and does no damage, and the character may attempt to use a melee attack at disadvantage to break free. At the DM's discretion, the victim may forcefully escape at the risk of dislocating or breaking a limb, as if hit by the Incapacitate maneuver. If you also have Throw as a principle method or the Hurl maneuver, you may follow up with Immobilize as a bonus action to complete the pin after rendering the victim prone.

ZANZA, WIELDING ZANBATO—ROURONI KENSHIN, VOLUME 6

LEAP Prerequisite: 7th You can perform extraordinary feats of springing and leaping, by channeling your inner power, mentally making yourself light as a feather. Your jump distances are doubled.

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attack roll, you establish contact and unless the victim can move in ways beyond your ability to keep up, such as monk speed, Teleport, or a Jump spell, you are at advantage to hit them and they are at disadvantage to hit you, this is otherwise similar to the Weapon Catch technique.

SPEED Prerequisite: 9th You have developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how your body controls its movements. On your turn, you can take one additional action on top of your regular action and a possible bonus action. In addition to attacking, you may use these actions to Dash or Disengage, as if your available movement were doubled. Once you use this feature, you must finish a short or long rest before you can use it again.

ONE FINGER Prerequisite: 5th, Concentrated Push After long and difficult practice pushing heavy bells with your finger, letting your touch fall lighter and lighter, and can eventually move the bell without touching it. You can use concentrated push at a range of 5 feet plus 5 feet at 10th, 15th, and 20th levels, without having to subject yourself to touch attacks. One Finger requires concentration and is the only action you can take during the round it is used. At Higher levels. If you use this maneuver at 9th level or above, and you also have the Distance Death maneuver, you have mastered the art of Biu Jee, after countless hours learning to pushing your finger through solid objects like wooden boards and stone, you may wound enemies with your finger tips. This touch attack only counts as one attack and inflicts 1d6 piercing damage as if struck by a light crossbow. Additionally, your victims must make a Constitution save at a DC = 8 + your Proficiency Modifier + your Dexterity Modifier, or they begin bleeding as if injured by a Sword of Wounding, suffering an additional 1d4 Piercing damage per turn for each injury caused by your Finger Jab. At 13th level, your base damage increases to that of a medium crossbow (1d8) and at 17th level, you inflict as much as heavy crossbow, i.e. 1d10 piercing. If you have multiple attacks, and also have Eagle Claw, you may use Biu Jee with multiple fingers, up to five total fingers, sacrificing one attack for each finger used, whether or not you hit, all attacks used in this way are expended.

SLOW RESISTANCE Prerequisite: 12th You have developed your body and disciplined your mind, rendering you immune to Slow effects. At Higher levels. At 18th level and above, if you also have the Speed maneuver, you may be able to take limited actions act under the effects of Time Stop effects, although your movement is reduced to 5 feet and you are at disadvantage on your turn, cannot take a reaction, and can only take an action or bonus action, but not both.

EVASION Prerequisites: 15th, Missile Deflection, Leap Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Deflection Variant. 15th, Missile Deflection, Eight Directions. If your principle method is Weapon, you can counter an area effect directed at you with a powerful shockwave or vacuum that deflects or nullifies the effect. When subjected to the Dexterity Saving Throw, you instead make an attack roll against an Armor Class equal to the DC of the save. If you hit, you take no damage, if you fail, you only take half damage.

ONE INCH PUNCH Prerequisite: 7th, Concentrated Push, Sticky Hands You can accelerate your strikes from virtually no distance to full impacts. When you are attacked by a creature that is within 5 feet of you, you can use your reaction to make a One Inch Punch attack against that creature. Your punch inflicts your normal damage. If you also have Crushing Blow, you may selectively break or burst objects, such as the 7th brick down from a stack of bricks, varying your target by a depth up to 3" per level. At Higher levels. If you use this maneuver at 17th level or above, and you also have the Distance Death and Crushing Blow maneuvers, you may use the Dim Mak, or Death Touch. Similar to the Quivering Palm, you can spend 3 Ki points to start painful pulsations that last up to a number of minutes equal to your level. The target creature must make a constitution saving throw. If they succeed, they take 10d10 necrotic damage. If they fail, they are reduced to 0 hit points. If they are reduced to 0 hit points, the location struck (such as the head) explodes and they die.

PUSH CONCENTRATED PUSH When you hit a creature with melee attack, you can attempt to drive the target back. At lower levels, you inflict no damage, however, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target back 1 foot/level from your position. At Higher levels. At 3rd level and above, the target must make a Dexterity Save or fall prone. At 10th level, they take 1d6 damage if they collide with any solid object as if they had fallen. At 20th level, damage increases to 2d6. If you miss on your attack, others are at advantage to hit you for the remainder of the round. This maneuver is primarily effective against maneuvers like Flash Kick that consume movement and is resisted with Immovability.

STICKY HANDS

STRIKE

You have so attuned your sense of touch by keeping constant contact with your opponent's arms and through multiple short-range movements that you can follow their every move, deflect attacks, and strike hard. On a successful

IRON PALM Through various toughening and strengthening exercises, you have hardened your hands so much that they feel like steel. Your normal unarmed damage increases to 1d10 (plus

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applicable modifiers) on each attack. Additionally, you may attack objects with your bare hands and attempt to damage or destroy them as if they had been struck by a warhammer. Kicks and other Iron limb strikes are possible, if you have prone fighting or spend your bonus action to keep balance.

HURL Prerequisite: 5th, Break Fall This is a strength based throw, such as a Suplex, that requires a successful Strength Save to resist and can also can be resisted with Immovability. If the victim fails they are knocked prone and suffers double throwing damage. If they succeed you lose all remaining attacks for that round and initiative for next round.

CRUSHING BLOW Crush is a Striking technique that can be accomplished with any extremity, such as your hand, foot, elbow, or even your head. As mentioned earlier, there are four breaks, and each has its own associated attribute. With this maneuver, you are more easily able to shatter and break hard objects with a single blow, including ceramics, masonry, and wood, but not metal unless you also have Eagle Claw, or Weapon Breaker. You can break 1/2" of wood, against the grain and 1/4" of hard stone no spacers, and 1/8" metal respectively, per level. Thus at 12th level you could fell a good sized tree, and at 16th level smash through a brick wall. The DM may modify breaking up for especially brittle surfaces, doubling for going with the grain, and doubling again for spacers. Especially dense iron woods or reinforced stone may reduce the depth of penetration. If used as an attack it takes a full round and inflicts normal damage +1/level. To successfully execute against a living or inanimate object requires an attack roll. Normal Wood is AC 15 and Stone is AC 17, (Metal is AC 19), brittle stone is 1-3 points lower, and ironwoods are 1-2 points higher. Failure to hit the inanimate object results in normal damage to your hand. If you have Strike as your Principle method, you use your damage in place of level for determining total depth, thus if you had Iron Palm, 18 Strength, and rolled max damage at 16th level, your depth would be 15" rather than 8".

GREAT THROW Prerequisite: 7th, Break Fall, Hurl Using leverage and your opponent's momentum, you are able to throw an enemy a great distance. On a successful attack roll, you are able to throw an opponent an additional +1 ft per level, and add +6 feet if they are charging. The attack inflicts triple throwing damage. If you miss, you knock yourself prone and lose initiative next round. You may throw creatures up to one size larger than yourself. If you have Eagle Claw or Immovability, you may throw creatures up to two sizes larger with disadvantage on your attack; If you have both, you may throw creatures up to two sizes larger with no penalty and up to three sizes with disadvantage on your attack.

VITAL PAIN TOUCH Simply pressing a finger against specific points of the body, you can cause great pain to your victim. This is done in place of a normal attack, and if you hit, the victim will be at disadvantage for 1-3 rounds. This attack inflicts no damage.

STUNNING TOUCH With a light slap of your fingers in the correct place, you can stun and daze your opponent. When you hit another creature with a martial arts attack, the target must succeed on a Constitution saving throw or is stunned for 1d4 rounds, suffering the following effects:  A stunned creature is incapacitated, can’t move, and can speak only falteringly.  The creature automatically fails Strength and Dexterity saving throws.  Attack rolls against the creature have advantage. This attack inflicts no damage.

EAGLE CLAW Prerequisite: 5th You can summon immense crushing strength in your hand, allowing you to shatter objects, tear out muscles, smash stone, even crush metal. This is the only attack you can make during your turn and requires great concentration, inflicting 5d6 damage on a successful attack roll. This maneuver can be used as an improvised Weapon Breaker save DC 17. Finally, the strength of this grip is so tremendous it grants you advantage with normal grappling attempts and allows grapple or throw attempts vs. opponents one size larger than your normal limit, with disadvantage.

PARALYZING TOUCH Prerequisite: 5th, Stunning Touch By placing pressure on specific nerve junctions, you can render them paralyzed for 1d6 minutes, suffering the following effects:  A paralyzed creature is incapacitated, and can’t move or speak.  The creature automatically fails Strength and Dexterity saving throws.  Attack rolls against the creature have advantage.  Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. A Normal attack roll must be made and the target is allowed a Constitution saving throw to ignore or break the effect. This attack inflicts no damage.

THROW BREAK FALL You have learned to fall and roll. You are resistant to falling damage including throws.

INSTANT STAND Prerequisite: Break Fall After learning to fall, you learn how to 'kip up', or quickly stand, even if your movement is reduced to 0, for the cost of one attack, rather than action. If you have any attacks remaining, you may follow up with attacks. If you have been rendered prone by a throw, at the DM's discretion, you may have advantage on your reaction due to surprise.

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DISTANCE DEATH

NITO RYU

Prerequisite: 7th, Pain Touch, Stunning Touch, Paralysis Touch With great concentration, you practiced at a pool of water, driving your finger at it without touching it, until you could hear the echo of your thrust rebound, and thus attained mastery. This attack takes a full round action, and has a range of 1 foot per level and inflicts three times the damage of a single attack. Alternatively, You may choose to emulate Pain, Stunning, or Paralysis at this range, although saving throws vs. Stunning Touch are at disadvantage.

Prerequisite: 7th level You have mastered the art of using two weapons, particularly swords, effectively. You can use two weapons even if either is not light, and gain your full Ability modifier to the damage of both weapons. Additionally, you may use the second weapon to make a bonus attack, as per the TwoWeapon Fighting rules, or you may sacrifice that bonus attack to Parry. When another creature attempts to damage you with a melee attack, you may attempt to Parry, and make a normal attack roll. If you hit, you reduce the damage of their attack by the number you roll on your weapon damage die + Your Ability modifier.

WEAPON WEAPON CATCH

TU GUEM SOOL

This maneuver allows you to catch and lock your opponent's weapon in place, including limbs used in martial arts attacks. On a successful attack (which deals no damage), the enemy weapon is locked and cannot be used to fight with. Furthermore you gain advantage on attacks if a principle body part is free, such as a second fist, dual weapons, a kick, etc. The opponent can break free by dropping the weapon or succeeding on an attack roll against your Armor Class. If armed, and you fail your attempt to catch the weapon, you will be disarmed until you retrieve your weapon or successfully counter attack. If unarmed and you fail to catch the weapon, you take normal damage.

Prerequisites: 9th level You have mastered Tu Guem Sool, or Knife Throwing, and similar techniques such as Tu Suek Sool, or Stone Throwing. You may use tiny otherwise harmless solid objects and flick, dart, or snap them as often as you have unarmed attacks, out to a range of 30 feet with deadly speed. These objects, which may include coins, pebbles, playing cards, sewing needles, etc., inflict damage based on the total of your Dexterity bonus +1 if weapons are your secondary method. If weapons are your Principle method, your total equals Dexterity Bonus + Proficiency Mod +1. TU GUEM SOOL DAMAGE TABLE Total 1 2 3 4 5-6

WEAPON BREAKER Prerequisite: Weapon Catch Martial Artists are capable of breaking weapons with a swift blow, misdirection, or twist. An attack roll against the opponent or the Weapon AC (see below) is made, whichever is higher. On a successful hit, the weapon must succeed a saving throw, using DC = 8 + your Proficiency Modifier + your Dexterity Modifier Vs. the listed bonus for material (see below) +1d20. Material/AC/Save: Wood/15/+5, Metal/19/+9, Mithral/21/+11, Adamantine/23/+13. Magical weapons save with advantage. Weapons wielded by users with legendary actions, or artifact/relic weapons automatically succeed. Normally, Weapon Breaker can be applied to limbs used in martial arts attacks against you, inflicting normal damage against opponent's limbs if they fail a Dexterity Save. However, If you have the lock maneuver Incapacitate or Immobilize, you may use your reaction to follow through with one of those techniques instead.

Damage 1 point 1d2 1d3 1d4 1d6

Total 7-8 9-10 11-12 13-16 17+

Damage 1d8 1d10 2d6 2d8 2d10

Blunt objects like pebbles inflict bludgeoning damage, while flat thin objects like coins and cards inflict slashing damage. Sewing needles and chopsticks inflict piercing damage. Attack and damage modifiers from the Sword Saint feature apply normally if this maneuver is part of your Principle method.

BATTOUJUTSU Prerequisites: 12th level You have become adept at rapidly unsheathing and killing your opponents with explosive movements. More practical and less ceremonial than Iaido, your Iaijutsu allows you to take two turns during the beginning of combat. You take your first turn on your normal initiative, and your second turn on your initiative minus 10. Additionally, you may hold your first turn, remaining in a stylistic Iaijutsu posture until you are ready to act, and then use your turn as the reverse of an Opportunity Attack—when hostile foes that you can see move within your reach, you use your reaction to take your first turn to make melee attacks against the provoking creatures. If the initiative total would place your second initiative below 0, you have failed to properly execute the technique and may not attempt again until your next battle. If you have the Thief's Reflexes or Ambuscade features, the effects do not stack. This is only possible with sheathed blades.

STEEL CLOTH Prerequisite: 5th With this maneuver you are always armed as long as you have a length of good cloth. You may take any long piece of cloth such as a silk sash, extended sleeves, or a heraldry banner and coil it into a constantly moving light finesse weapon capable of inflicting 1d6 or 1d8 (versatile) piercing or bashing damage. The weapon can also be used as a whip to grapple or sweep opponents prone. If the fabric is also over 6 feet long, it also has the reach feature while used as a whip.

KYUZO AND SHIMADA KAMBEI, MASTERS OF NITO RYU —SAMURAI 7

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one full minute preparing and one round resting when complete. Finally, your speed is limited to 5 feet per round in any direction, up, down, or sideways.

MENTAL ALL-AROUND SIGHT Your training makes you more attuned to your immediate surroundings. You are able to detect opponents on all sides provided they are not Invisible. You can never be struck from behind or suffer a penalty from a sneak attack.

SHIN NO IPPO Prerequisites: 18th level, Distance Death You have learned to focus your Ki to blend the worst aspects of a Psychic Duel, your Frightful Presence, and the hidden teachings of Vital Points to produce a hypnotic gaze so intense it paralyzes lungs, causing its victims to suffocate to death. The effect is resisted with a successful Wisdom Save, following the Psychic duel rules for range and resistance. If the save fails, the victim quickly runs out of breath within a number of rounds equal to its Constitution modifier suffering 10d10 necrotic damage. If the save succeeds, the victim struggles against suffocation, taking 5d10 necrotic damage at the end of a number of minutes equal to their Constitution modifier. Kensei can attempt to break from this effect by entering a Psychic Duel. Kensei who win the Psychic Duel are able to evade this effect taking no damage if they succeed on the saving throw, and only half damage if they fail. While suffocating, victims may retest the saving throw by spending their inspiration. Finally, you may use this maneuver to Hypnotize yourself, pushing your limits for 1 minute, as if under the effects of a Barbarian's Rage. During that time, you have advantage on Strength related checks and saving throws, gain a +2 bonus damage rolls of melee weapons that use strength, and have resistance to bludgeoning, piercing, and slashing damage. Using Shin No Ippo costs 3 Ki points.

MENTAL RESISTANCE The mental ordeals of your training have toughened and strengthened your will. You have advantage on saving throws against mental attacks including charm, illusion, and hold. At Higher Levels. If Mental is a Principle method, at 15th level and above, you may spend a second maneuver to gain resistance to Psychic damage.

BLIND FIGHTING Prerequisite: 5th Under your master's guidance, you have trained for long periods while wearing a blind fold. If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

ZAZEN Prerequisites: 7th, Meditation You have begun practicing Seated Meditation, also known as Jing Zuo—Quiet Sitting, as means of cultivating innate knowing and insight into the nature of existence, by seeking wisdom within. When you take this maneuver, your Wisdom score increases by 1. Your new Wisdom maximum becomes 21. Each time this maneuver is taken, both the Wisdom score and max increase, up to a +4 bonus a max score of 24.

IRON SHIRT Prerequisite: 9th Rigorous physical training has toughened your muscles to the point where you can harden them like iron. You add a bonus to your natural AC equal to your Constitution modifier (minimum 1), but only when you are not wearing any other type of armor.

TWILIGHT SUZUKUA —OUTLAW STAR

CLOUD DANCING Prerequisite: 12th level, Leap You have studied with the ancient masters and learned the Cloud Dance, the way of the Monkey King, Sun Wukong. Using this maneuver, you may balance on the lightest of surfaces, such as running across fresh snow, somersaulting off the surface of a lake, or dashing up a handful of thrown leaves as if they were the steps of the Imperial Palace. When taking the dash action, you have a flying speed equal to your current walking speed; however, this benefit works only in short bursts and where a visible surface exists to act as your ground. You fall if your turn ends in the air with nothing else holding you aloft.

MONKS AND THE MARTIAL ARTS There are many powers and abilities within the martial arts that parallel the abilities of Monks. At the DM's option, your Monk may learn martial arts in place of specific Monk abilities, or may use similar Monk abilities to fulfill prerequisites for other maneuvers. You may also construct Monk Variants using martial Arts styles as a base class, and then select maneuvers where class abilities would normally apply. Where Ki costs are implied, a Monk may use their own Ki pool

LEVITATION Prerequisite: 15th level, Leap, Cloud Dancing You can cast a limited form of Fly on yourself at will, with the following limitations. First, you may take no other actions while levitating. Second, you must spend

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to fuel these abilities. The following table illustrates the conversion for some basic monk abilities to maneuvers. Monk Ability Flurry of Blows Deflect Missiles Step of the Wind Slow Fall Evasion Ride the Wind Stunning Strike Fist of Unbroken Air Quivering Palm

Films & Manga Referenced Afro Samurai, Crouching Tiger Hidden Dragon, Demon City Shinjuku, Duel to the Death, Fist of the North Star, Hero, House of Flying Daggers, Ichi, Kenichi the Mightiest Disciple, Kill Bill, Ong Bak, Outlaw Star, Peacemaker, Rouroni Kenshin, Samurai 7, Samurai X, Shura no Toki, Vagabond, Zatoichi

Martial Arts Maneuvers or Combinations 360 Split, Feilong Cross Missile Deflection Leap Break Fall Evasion, Deflection Levitation, Cloud Dancing Stunning Touch Distance Death Dim Mak

A Note from the Editor: This work is a compilation of examples of the Kensei in various media formats. All images represented in this work are for academic reference only and retain full copyright protections of their respective publishers. Their work is not to be copied, redistributed, or sold without their express permission. As the editor of this work, I take credit only for compiling the information, editing, formatting, researching, and typography. This material was largely inspired by Eastern Philosophy and the Oriental Adventures campaign setting published by TSR, and is written and updated to a 5th edition D&D format. In addition to the fiction references above, this material also draws upon real life demonstrations and tutorials from Parkour, Tricking, Capoeira, Sambo, Aikido, Escrima, Muay Thai, Keysi Fighting Method, Tang Soo Do, Gymnastics, Tai Chi Chuan, Seven Star Mantis Kung Fu, Tiger Claw Kung Fu, Sumo Wrestling, Marine Corps Martial Arts Program, Judo, Jujutsu, Kenpo, Changquan, Fencing, Jeet Kun Do, and some crazy things I saw while living in Shanghai.

As Kensei go on to become Sensei and Sifu, their schools can become sufficiently large and elaborate enough that their students will often begin to resemble variant monks, rather than Kensei. As the style gains more high level students, and more maneuvers, it begins to qualify as a monastic tradition. Between the 9th and 12th maneuvers, a school will start producing Monks. A style with 15 or more maneuvers will always produce Monks. Monks roll d8s for Hit Dice, use Monk rules for Extra Attack, and use the Unarmored Defense rather than listed Martial Arts modifiers for calculating AC. They do not gain the Duel or Psychic Dueling features, Fearless, Zen Awareness, Sword Saint, Frightful Presence, or the Whirlwind Attack. Instead these features are replaced by either a Monk class feature of similar level, or another maneuver taught at the school, as part of the Monastic Tradition.

—Shintashi

KOJIRO SASAKI VS. MIYAMOTO MUSASHI—VAGABOND

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APPENDIX A: NEW WEAPONS Name

Cost

Damage

Baston/Escrima Stick Bo Staff Bokken/Bokuto Hook Sword Iron Whip Jo Staff Kama Kanabo Kanabo, Oni Karambit Kasarigama Katana/Shirasaya Kotachi Kukri/Parang/Golok Kunai Meteor Hammer Naginata Nunchaku Odachi Rope Dart Sai Shuriken, Small Shuriken, Large Suburito, Large/Oar/Eku Suntetsu Tachi Tanto Tekkokagi/Tegaki Shuko Three Section Staff/San Jie Gun Tonfa Urumi/Chuttuval Wakizashi War Fan/Tessen Yumi, Daikyu Yumi, Hankyu Zanbato/Zhanmadao Zatoichi/Shikomizue

5 sp 2 sp 5 sp 30 gp 10 gp 15 cp 2 sp 5 gp 25 gp 1 gp 15 gp 35 gp 20 gp 5 gp 1 gp 3 gp 20 gp 3 sp 60 gp 3 sp 3 gp 5 cp 1 sp 15 cp 3 gp 35 gp 12 gp 10 gp 1 gp 3 sp 25 gp 20 gp 15 gp 50 gp 25 gp 75 gp 35 gp

1d4 bludgeoning 1d6 bludgeoning 1d4 bludgeoning 1d6 slashing 1d6 bludgeoning 1d6 bludgeoning 1d4 slashing 1d6 bludgeoning 2d8 bludgeoning 1d4 slashing 1d4 slashing 1d8 slashing 1d6 slashing 1d6 slashing 1d4 piercing 1d4 bludgeoning 1d10 slashing 1d4 bludgeoning 1d12 slashing 1d4 piercing 1d6 piercing 1 piercing 1d4 piercing 1d8 bludgeoning 1d4 piercing 1d8 slashing 1d4 piercing 1d4 piercing 1d6 bludgeoning 1d4 bludgeoning 1d6 slashing 1d6 slashing 1d4 slashing 1d8 piercing 1d6 piercing 2d8 slashing 1d8 slashing

Weight 1 lb. 4 lb. 2 lb. 2 lb. 3 lb. 3 lb. 1 lb. 4 lb. 20 lb. 1/4 lb. 3 lb. 3 lb. 2 lb. 2 lb. 1/4 lb. 2 lb. 6 lb. 2 lb. 6 lb. 1 lb. 2 lb. — 1/4 lb. 10 lb. 1/2 lb. 3 lb. 1 lb. 1 lb. 3 lb. 2 lb. 3 lb. 2 lb. 1 lb. 2 lb. 2 lb. 25 lb. 2 lb.

Properties Finesse, Light Versatile (1d8) Finesse, Light versatile (1d6) Finesse, Light, Paired (Reach, 1d8) Finesse, Reach two-handed Light two-handed Oversized, Heavy, two-handed Grapple, Light, Finesse Finesse, Reach, two-handed Finesse, Tameshigiri, Versatile (1d10) Finesse, Light Light, Thrown (range 20/60) Light, Finesse, Thrown (range 20/60) Finesse, Reach, two-handed Reach, two-handed Finesse, Light Heavy, two-handed Finesse, Reach, two-handed Light, Finesse, Weapon Break Finesse, Thrown (range 20/60) Finesse, Thrown (range 20/60) two-handed Grapple, Light, Finesse Finesse, Versatile (1d10) Finesse, Light, Thrown (range 20/60) Grapple, Light Finesse, Reach Block, Grapple, Light Finesse, Reach Finesse, Light Finesse, Light, Shield, Thrown (range 10/30) Ammunition (range 150/600), heavy, two-handed Ammunition (range 80/320), two-handed Oversized, Heavy, two-handed Cane, Finesse

NIHONTO DAMAGE TABLE

WEAPON NOTES Some new weapon properties are introduced as follows: Block. Adds +1 to AC and block checks when used defensively, or used with the Block as principle method. Blocking weapons like Tonfa can be used in place of your own limbs when attempting to absorb damage. Cane. Concealed blade, Passive Perception DC 15. A Shirasaya is a stored form of katana with this property. Grapple. These weapons are designed to add grip or assist in chokes, throws, and holds. Adds +1 to grapple checks for grabbing/throwing. Oversized. These huge weapons have disadvantage on attack rolls unless wielded by users larger than medium, or wielded by someone with appropriate maneuvers. Paired. Hook Swords can be linked together and gain the reach property, and inflict 1d8 rather than 1d6 damage. Shield. Tessen/War Fans add +1 to AC vs. light missiles. Tameshigiri. Some katana—Nihonto were prepared with similar ritual to constructing magical items, and were tested on criminals at executions before being sold. These custom blades were often inlaid with gold inscriptions describing how two or more bodies were cut in to pieces with one stroke, even through both hip bones. Optionally, custom shinken—real katana, as they are sometimes called, cost a small fortune, but are considerably sharper and of greater quality. The Damage modifier for these weapons follows parallel rules for Martial Arts styles, with the rarity and level of the smith dictating the damage modifier.

Smith Level — 3rd 6th 11th 17th

Actual Cost Normal 250 gp 2,500 gp 25,000 gp 250,000 gp

Tameshigiri Performance No Test Two Body Blade Three Body Blade Four Body Blade Five Body Blade

Damage Modifier — 1 2 3 4

Adjusted Damage 1d8/1d10 1d10/1d12 1d10/2d6 1d12/2d8 2d6/2d8

At the DM's option, other weapons such as rapiers or scimitars may be custom made following extreme ritual and secrets of metallurgy, such as Toledo steel, Damascus Steel, and Wootz steel, similar to the Katana Tamahagane—Jewel Steel. Even extra planar non-magical metals such as infernal Green steel can be replicated in this way. The Metallurgy requires an Alchemist level equal to the smith level and an Alchemy proficiency check equal to the smith level +13, i.e., 3rd/DC 16; 6th/DC 19; 11th/DC 24, and 17th/DC 30. This provides the formula for the metal, and takes 1 day for every 25 gp of relevant weapon cost (above) to perfect the formula. For example, to make a metal worthy of three body blade performance would require a 6th level Alchemist and 100 days plus 2,500 gp in forge and lab materials. Once the formula is known, crafting the blade takes the normal smith time, but wrapping it, testing it on prisoners, and detailing it can take as long as the DM deems appropriate. Listed damage is for the Katana, other weapons such as rapiers, wakizashi, and Odachi would all yield different adjusted damage totals, as the DM sees fit.

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APPENDIX B: SAMPLE MARTIAL ARTS

Tae Kwon Do: Hard Style (1/1/4), Kick (1/1/4) Total: +2 AC, 2 Attacks, 1d8 Damage: Principle Method: Kick Secondary: Strike 1d4, Block 1d3, Move 1d3, Lock 1d3, Throw 1d3, Mental; Maneuver Groups: Kick, Strike, Block, Move, Lock, Throw, Mental; Suggested Maneuvers: Back Kick, Sweep

T

he following packages are starter samples for various martial arts, built for first level martial artists with 4 secondary methods or weapons, and 2 maneuvers in play. They do not represent what is possible when these martial arts reach their pinnacle after 8+ maneuvers or through the use of feats and additional training. They present the most frequent methods and moves employed by the style, rather than an attempt to limit the potential any particular school. Both ancient and modern styles are produced here for reference, as you may wish to emulate anachronistic styles to add something unique to your campaign.

Tai Chi Chuan: Soft Style (3/0/2), Strike (1/1/4), Weapon (1/1/Special), Mental; Total: +4 AC, 1 Attacks, 1d6 Damage or by Jian 1d10: Principle Methods: Strike, Weapon (2), Mental, Secondary: Move 1d2, Kick 1d3, Tight Group (2): Wudang Weapons: Bo, Scimitar, Spear, Jian, Halberd; Maneuver Groups: Strike, Weapon, Mental, Kick, Move; Suggested Maneuvers: Meditation, Iron Palm, and at 5th level, Zazen Wing Chun: Hard Style (1/1/4), Push (2/1/1), Block (2/1/3) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Method: Push, Block (2) Secondary: Strike 1d4, Kick 1d4, Move 1d3, Mental; Maneuver Groups: Push, Block, Strike, Kick, Move, Mental; Suggested Maneuvers: Concentrated Push, Sticky Hands, and at 5th level, One Inch Punch

Capoeira: Hybrid Style (2/1/3), Kick (1/1/4), Movement (2/1/2) Total: +4 AC, 2 Attacks, 1d8 Damage: Principle Methods: Kick, Move (4) Secondary: Block 1d2, Strike 1d3; Maneuver Groups: Kick, Movement, Block, Strike; Suggested Maneuvers: Prone Fighting, and at 3rd level, 360 Crescent

NINJA STYLES There are several different aspects of Ninjutsu, ranging from weapons practice (Ninki) and bone breaking (Koppojutsu) techniques to more esoteric arts of stealth, pressure points, and the spiritual aspects (Ninpo) such as harnessing Ki. These styles are normally taboo for Kensei who come from a Samurai background, however, peasant heroes and those monks who follow the Way of Shadow may pursue such mysteries without impacting their honor or violating any social customs. Ninjas or Shinobi, usually have a Dexterity of 13+ and many take Body Conditioning and Movement maneuvers to extremes. All ninja may spend a maneuver slot to take stealth, and if they already have Stealth, they may spend a maneuver slot to Specialize in Stealth, doubling their proficiency bonus when using it, as shown in the basic Ninjutsu package below.

Hapkido: Hybrid Style (2/1/3), Throw (2/1/3), Movement (2/1/2) Total: +4 AC, 2 Attacks, 1d6 Damage: Principle Methods: Throw, Move (2); Secondary: Kick 1d3, Strike 1d3, Lock 1d2, Block 1d2; Maneuver Groups: Throw, Move, Kick, Strike, Lock, Block; Suggested Maneuvers: Break Fall, Sweep Judo: Soft Style (3/0/2), Lock (2/1/3), Throw (2/1/3) Total: +5 AC, 1 Attack, 1d6 Damage: Principle Methods: Lock, Throw (2), Mental; Secondary: Block 1d2, Move 1d2, Push 1hp, Vital 1d3; Maneuver Groups: Lock, Throw, Mental, Block, Move, Push, Vital; Suggested Maneuvers: Break Fall, and at 3rd level, Hurl Karate: Hard Style (1/1/4), Strike (1/1/4), Kick (1/1/4) Total: +2 AC, 2 Attacks, 1d8 Damage: Principle Methods: Kick, Strike (2) Secondary: Block 1d3, Move 1d3, Tight Group (2): Karate Weapons: Bo, Kama, Nunchaku, Spear, Sai, Three Section Staff, Baston, Tonfa; Maneuver Groups: Kick, Strike, Block, Move, Lock, Throw, Mental; Suggested Maneuvers: Crushing Blow, Sweep

Ninjutsu: Hybrid Style (2/1/3), Movement (2/1/2) Total: +4 AC, 2 Attacks, 1d6 Damage: Principle Method: Move Secondary: Kick 1d3, Strike 1d3, Lock 1d2, Throw 1d2, Vital 1d3, Weapon, Mental. Maneuver Groups: Move, Kick, Strike, Lock, Throw, Vital, Weapon, Mental; Suggested Weapons: Ninki List; Suggested Maneuvers at 1st & 5th level: Skills: Stealth, Stealth Specialist

Krav Maga: Hard Style (1/1/4), Block (2/1/3) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Method: Block Secondary: Lock 1d3, Strike 1d4, Kick 1d4, Throw 1d3, Move 1d3, Weapons: Knife/Dagger; Maneuver Groups: Block, Lock, Strike, Kick, Throw, Move; Suggested Maneuvers: Escape, Prone Fighting

Ninki: Hard Style (1/1/4), Weapon (1/1/special), Weapon Group Total: +2 AC, 2 Attacks, +d4 Damage: Principle Methods: Weapon, Tight Group (4): Ninja Weapons: Fukiya (Blowgun), Katana, Hankyu, Kama, Kasarigama, Kunai, Rope Dart, Sai, Shikomezue, Shuriken, Suntetsu, Tekkokagi; Secondary: Move 1d3, Mental; Weapons: All Ninja Weapons as Primary: Maneuver Groups: Weapon, Move, Mental; Suggested Maneuvers: Nito Ryu, Tu Guem Sool, or Secondary Methods

Long Fist Kung Fu: Hard Style (1/1/4), Strike (1/1/4) Total: +2 AC, 2 Attacks, 1d8 Damage: Principle Method: Strike Secondary: Block 1d3, Move 1d3, Kick 1d4, Push 1d2, Tight Group (2): Wushu Weapons: Bo, Scimitar, Long Sword, Hook Swords, Kwandao (Glaive); Maneuver Groups: Strike, Block, Kick, Move, Push; Suggested Maneuvers: Sticky Hands, Eagle Claw

Ninpo: Soft Style (3/0/2), Movement (2/1/2) Total: +5 AC, 1 Attack, 1d4 Damage: Principle Methods: Move, Mental Secondary: Kick 1d3, Strike 1d3, Throw 1d2, Push 1hp, Vital 1d3, Weapon; Suggested Weapons: Ninki Weapons; Maneuver Groups: Move, Mental, Kick, Strike, Throw, Push, Vital, Weapon; Suggested Maneuvers at 5th & 7th level: Blind Fighting, Leap

Muay Thai: Hard Style (1/1/4), Block (2/1/3), Kick (1/1/4) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Methods: Block, Kick Secondary: Move 1d3, Lock 1d3; Maneuver Groups: Block, Kick, Move, Lock; Suggested Maneuvers: Body Conditioning, Sweep Pankration: Hard Style (1/1/4), Lock (2/1/3) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Method: Lock Secondary: Block 1d3, Throw 1d3, Move 1d3, Kick 1d4, Vital 1d4, Strike 1d4; Maneuver Groups: Lock, Block, Throw, Move, Kick, Vital, Strike Suggested Maneuvers: Choke Hold, Prone Fighting

Taijutsu: Hard Style (1/1/4), Lock (2/1/3) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Method: Lock Secondary: Kick 1d4, Strike 1d4, Push 1d3, Block 1d3, Throw 1d3, Vital 1d4, Suggested Weapons: Ninki Weapons; Maneuver Groups: Lock, Block, Strike, Push, Kick, Throw, Vital; Suggested Maneuver: Body Conditioning, Escape

Silat: Hybrid Style (2/1/3), Strike (1/1/4) Total: +3 AC, 2 Attacks, 1d8 Damage: Principle Method: Strike Secondary: Block 1d3, Throw 1d3, Weapons, Tight Group (2) Weapons: Parang, Karambit, Selengan (Baston), Kris (Dagger), Celurit (Sickle), Tekpi (Sai), Toya (Jo), Tombak (Spear); Maneuver Groups: Strike, Block, Throw, Weapons; Suggested Maneuvers: Take Weapons Method as 1st Maneuver, and Weapon Catch; and at 5th level, Steel Cloth (Sarong)

BUILDING A SHAOLIN PRIEST Shaolin Monks can be constructed by learning maneuvers from training, levels, and feats to achieve 20+ methods and maneuvers and taking multiple styles, such as Crane, Tiger, and Mantis, following a similar path to Ninja styles above.

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DnD 5e kensei1.6(shintashi).pdf

spend time as a student at a dojo or monastery? Were you ... If both of you fail, the gaze is. broken and nothing ... Page 3 of 23. DnD 5e kensei1.6(shintashi).pdf.

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