Way of the Kensei REVISED

by PolluxIX

Search GM Binder Visit User Profile

Way of the Kensei Revised

Version 1.2 by Morgan's Brews (Tumblr)

As a big fan of the Way of the Kensei, both in its concept and mechanics, I was disappointed in some of the features of this subclass. Here is a minimal revision that fixes some of these issues, and offers an additional variant feature. Changed features are highlighted in red.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. If your Strength score is 14 or greater, you may choose weapons with the heavy property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

Agile Parry. If you make at least one unarmed strike on your turn and are holding a melee kensei weapon, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. You don't gain this bonus after making an unarmed attack with Flurry of Blows.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike*. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Find the Opening

At 11th level, you become acutely aware of even the most minute openings in your opponent's defenses. If a creature misses you with an attack or you hit a creature with a critical hit, you can use your reaction to note the momentary weaknesses in that creature's stance. The next attack you make against that creature before the end of your next turn has advantage, and if that attack hits it deals extra damage to the target equal to your Martial Arts die.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Variant Feature*

If you wanted a flavorful feature to add to your kensei, consider the following variant. Masterful Flourish is gained at 6th level, and removes Deft Strike from One with the Blade.

Masterful Flourish

Starting at 6th level, your skillful weapon flourishes can intimidate an opponent and rattle their confidence. You can use a bonus action to prepare the flourish, and the next attack roll you make this turn with a kensei weapon gains a bonus equal to your Wisdom modifier (minimum 1). If the attack hits, the target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll or saving throw they make before the end of their next turn.

Revision Notes and Thoughts

Agile Parry requiring you to sacrifice one of your Attack action attacks to get the AC bonus felt wrong in a subclass focused around weapons. The "choice" of using an unarmed attack in your Attack action was rarely one, since +2 AC is usually better than a small amount of extra damage. I did like the idea of an "unarmed attack with a weapon," like hitting with the hilt of a sword, since that definitely felt like something a weapon monk would do. In the revised version, you have a lot more options on where you want to include that unarmed attack. This allows you to maximize damage while still keeping the AC, or to include your unarmed attack in your action to use a bonus action ki ability.

Sharpen the Blade was a pretty lackluster feature in my opinion. In campaigns where magic weapons are found, this feature is practically worthless. Even in low magic campaigns, this feature is still a poor use of Ki points. I couldn't think of an interesting way to salvage it, and I feel my new feature is useful and interesting while still fitting the subclass flavor.

While Deft Strike was an okay feature, I wanted a more exciting feature that still fit the Kensei flavor. Deft Strike works better for ranged kensei, so my new feature is a variant instead of a replacement.

Credits

Please leave any comments or critique for me at morgansbrews.tumblr.com. Thank you!

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.