Base Class: Monk
Monks of the Way of Kenjutsu dedicate themselves to swordplay so refined their weapon becomes an extension of body and soul. Their path blends discipline, awareness, and precise sword strikes, culminating in ki-fueled techniques that scar both flesh and spirit.
Flurry of Steel
At 3rd Level:
Whenever you use Flurry of Blows or your Martial Arts feature for a bonus action attack on your turn, you can make the attacks with a melee weapon you are bonded to instead of an unarmed strike.
You may bond with any melee weapon that does not have the heavy property, and bonded weapons are considered monk weapons for you. These extra attacks can use your Martial Arts die for damage, but the damage type and range match the bonded weapon.
Kenjutsu Techniques
At 3rd Level:
When you choose this archetype at 3rd level, you learn special martial arts techniques called Kenjutsu techniques, fueled by Ki. These techniques may only be used with Monk weapons you wield. Choose Two Techniques at Level 3, Two at Level 6, and One Final one at Level 11. At the end of a long rest you can change one technique that you know with another one.
Bloodletting Form
When you hit a creature already bleeding (from Lingering Strike) add your Wisdom modifier to the damage or if they are below half HP, spend 2 ki to add your Wisdom modifier to the damage.
Cut the Wind
Spend 2 ki to extend the reach of one weapon attack by 10 feet as a blade of compressed air slices outward.
Deceiving Reach
As a bonus action, spend 2 ki to target a creature within 60 feet; it must make a Wisdom save or be stunned until the end of your next turn. On a success, it is instead frightened of you until the end of your next turn.
Flowing Edge
When you miss with a standard weapon attack, you can spend 1 ki to reroll the attack roll. This can be done once per turn.
Lingering Strike
When you use Flurry of Steel and one of your attacks hit, you can spend 1 ki Point to confer a bleeding effect on the target. The target takes damage equal to your Dexterity modifier at the start of its turn until it succeeds on a Constitution save against your Ki save DC (the save can be attempted at the end of its turn).
Mirror's Edge
When targeted by a melee attack, you may spend 3 ki as a reaction to clash blades: make an attack roll with your Kenjutsu weapon; if your result equals or exceeds the attacker’s roll, the attack misses and the attacker takes damage equal to your Martial Arts die + your Dexterity modifier.
Phantom Step
When targeted by an attack, spend 2 ki as a reaction to teleport up to 15 feet; if you move out of range the attack automatically misses.
Quickdraw Defense
When you use Patient Defense and an enemy attack misses you, you may use your reaction to make a melee attack against that attacker using your Martial Arts die for damage.
Sever the Soul
As an action, make a weapon attack and on a hit you may spend up to 3 ki; for each ki spent, add 1 Martial Arts die of extra damage. You can still use Flurry of Steel/Blows.
Silent Step
Spend 1 ki as a bonus action to move up to half your speed without provoking opportunity attacks; if you end that movement adjacent to a creature, your next weapon attack against it this turn has advantage.
Storm Step Slash
After using Step of the Wind, spend 2 ki to make a weapon attack against any creature you pass within 5 feet (max one attack per creature passed).
Third Eye
As a bonus action, spend 2 ki to gain blindsight with a range of 30 feet for 1 minute.
Waking Death
Once per turn when you deal damage with a Kenjutsu weapon, spend 2 ki to force the target to make a Con save; on a failure they become vulnerable to the next attack that hits them before the end of your next turn.
Whisper Cut
When you hit a creature with advantage, you can spend 1 ki to roll your Martial Arts die again and add that result as extra damage.
Metal Gear
Your attacks with your Monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
As a bonus action, you can manifest a weapon formed from your Ki in your hand. Choosing a simple or martial melee weapon does not have the heavy property. The weapon appears as a construct of spiritual energy and counts as a monk weapon for you. When you attack with this weapon it deals force damage instead of its normal damage type. The weapon disappears if you dismiss it (no action required), if it is more than 5 feet away from you for 1 minute, or if you manifest another Ki Weapon.
Dance of a Thousand Cuts
When you take the Attack action with a Kenjutsu weapon, you can spend 1 ki to make an additional attack against a different creature within your weapon’s reach.
Each time you hit a different creature with a Kenjutsu weapon during your turn, you may immediately move up to 10 feet without provoking opportunity attacks (once per creature hit per turn).
Flow State
You have reached the pinnacle of kenjutsu, allowing you to enter a state where body, blade, and intent move as one. As a bonus action, begin your Flow State, which lasts for 1 minute or until you are incapacitated. While in this state, you gain the following benefits:
Flowing Guard
Your blade moves instinctively to intercept incoming attacks. You gain a +2 bonus to AC while you are wielding a monk weapon.
Endless Steel
Your movements flow without pause. You can use Flurry of Steel without spending Ki while in this state and can make an additional attack when using this feature.
Unreadable Blade
Creatures you hit with a monk weapon attack cannot make opportunity attacks until the start of your next turn.
Once you enter the Flow State, you can’t use it again until you finish a short or long rest, unless you expend 4 ki points to create it again.
Previous Versions
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