Way of the Kensei, Variant (5e Subclass)

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Monk Subclass: Way of the Kensei, Variant

Monks of the Way of Kensei are the martial heroes from legendary tales. They are masters in the use of weapons, developing techniques that requires use of both their physical prowess and ki to perform. The kensei treats the weapon mastery in the same way an artist sees his creations, as an expression of their inner self out on the world and, for this very reason, often a kensei will pursue an artistic endeavor, believing that this could reveal some hidden truth about their technique.

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 arts and crafts. You gain the following benefits:

  • Kensei Weapons. When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain 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. 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 an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. 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.
  • 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 1d8 damage of the weapon’s type. You retain this benefit until the end of the current turn.
  • Kensei Techniques. You learn one technique of your choice. Many techniques enhance an attack in some way. You can use only one technique per turn. You learn one additional technique of your choice every time you chose a new weapon as your kensei weapon. You learn a new technique when you reach the 6th, 11th and 17th level of this class.
  • Way of the Artisan. You gain proficiency in either one artisan's tools or musical instrument of your choice.
One with the Blade

At 6th level, you extend your ki into your kensei weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Battle Stances

At 11th level, you gain the ability to assume stances of combat to increase your attack or defense. As a bonus action on your turn, if you are within 30 feet of a hostile creature you can see, you can assume a battle stance. You remain on the battle stance until you chose to drop the stance or to change the stance as a bonus action, or until you fall unconscious. You can chose between the following stances:

  • Offensive Stance: You can chose to reduce 1 point in your AC, to gain a bonus to your attack rolls equal to +2.
  • Defensive Stance: You can chose to reduce 1 point in your attack rolls, to gain a bonus to your AC equal to +2.
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.

Kensei Techniques

Empowered Strikes.

You can spend 1 ki point and use a bonus action on your turn to make your attacks with a kensei weapon more deadly. You roll any attacks you make with a kensei weapons with advantage. Any target you hit with an attack using this technique takes an extra damage of the weapon’s type equal to your martial arts die. You retain this benefit until the end of the current turn.

Flurry of Arrows.

You can spend 2 ki points and use a bonus action on your turn to make two additional attacks with a ranged kensei weapon.

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.

Qinggong.

When you make a Dexterity (Acrobatics) or Strength (Athletics) check, you can expend 1 ki point and roll your martial arts die, adding the number rolled to the roll.

Blade Barrier.

When an enemy you can see moves within your reach, you can use your reaction to expend 1 ki point and make one weapon attack against that creature. You add your martial arts die to the roll of that attack.

Warrior Awareness.

When you make a Wisdom (Insight) or a Wisdom (Perception) check, you can spend 1 ki point, to add your martial arts die to the number rolled.

Karmic Strike.

When you are damaged by an attack rolled, you can use your reaction and spend 1 ki point to make an attack against that creature, if within your weapon's reach or range. You roll a die equal to your martial arts die and add to the damage of that attack.

Ki Deflection.

While wielding your kensei weapon, you can spend 1 ki point to use your Deflect Missiles feature against ranged spell attacks, adding your Wisdom modifier to the damage reduction. When you reduce the damage of a spell attack to 0 this way, you suffer none of the attack's effects, and you can spend 1 ki point to redirect the attack. To do so, make a ranged spell attack as part of the same reaction against a creature within 30 feet. Your are proficient in this attack and add your Wisdom modifier to the attack roll. If this attack hits, it deals damage of the same type as the original spell attack equal to 4 of your martial arts die.

Iaijutsu Master.

When you roll initiative, you can spend 1 ki point and roll your martial arts die, adding the number rolled to your initiative roll. If you hit the first attack you made after your roll initiative, you can add the number rolled on the martial arts die to your damage as well.

Windmill Strike

While wielding a kensei weapon, you can use your action and spend 1 ki point to force any creature within 5 feet of you to make a Dexterity saving throw agains your ki save DC. On a failed save, a creature takes damage equal to your weapon damage.

Intercepting Blade

While wielding a kensei weapon, you can spend 1 ki point and use your reaction to parry a melee weapon attack. You roll your martial arts die and add + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to make an attack against the attacker, as part of the same reaction.


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