Monk
Base Class: Monk

Samurai are similar to the Kensei in essence as both are monks who have decided to train with weapons until they feel they have mastered them enough that the weapon serves as an extension of themselves. However, a Samurai does not combine the use of a weapon with the use of martial arts as a Kensei does, instead a Samurai focuses their effort on their weapons and use unique martial arts techniques called Kenjutsu that are uniquely developed to be used with weapons instead of the body. They use their ki to enhance both their blade and their body's ability to use it they cannot be bested when armed with a blade of any kind and even when unarmed they still have their monk training to fall back on

Way of Flashing Steel

When you choose this subclass at 3rd level you gain the following benefits:

  • You become proficient in the longsword and it counts as a Monk weapon. The shortsword and the longsword count as Samurai weapons for you and are the only weapons you can use Kenjutsu techniques with.
  • Blade Catching: When an enemy attacks you with a melee attack, and you are unarmed, you can use your reaction to attempt to stop their attack. Reduce the damage you take from the attack by 1d10 + your monk level.If you reduce the damage to 0 you can spend 1 ki point to try and disarm them if they are attacking with a weapon or knock them prone if they aren't. This technique cannot be used on creatures more than 1 size larger than you.
  • Flurry of Steel: Whenever you use Flurry of Blows or your Martial Arts feature for a Bonus Action Attack on your turn, you can use your weapon instead of an unarmed strike. As long as you are proficient with the weapon and it is considered a Monk weapon. These extra attacks will still use the martial arts die for damage just as your unarmed strikes do. The damage type will also match the weapon you are currently wielding and its range. You also don't benefit from any on-hit magic effects or trigger a weapons special ability with these attacks.

Kenjutsu

When you choose this archetype at 3rd level you can learn special martial arts techniques called Kenjutsu techniques that are fueled by Ki and exclusively work with Samurai weapons (shortsword, longsword)

You learn 2 Kenjutsu techniques at 3rd level, 2 more at 6th and then 1 more at 11th. As you reach each of these milestones you unlock more possible Kenjutsu techniques you can learn. Every time you learn a new Kenjutsu you may change which techniques you know, however, you can only know the previously mentioned mentioned amount of each tier of technique (2 3rd level, 2 6th level, 1 11th).

Remember to reference the "Kenjutsu Techniques" entry in order to properly pick from the right tier of techniques.

Bladed Wind

When using Step of Wind you can make a single attack against an enemy that is in range at the end of your movement. This attack uses the Martial Arts die for damage.

Flowing Edge

When you miss with a standard weapon attack, you can spend 1 ki to reroll the attack roll. If you spend 2 ki, you can add your WIS modifier to the attack roll. This can only be done once per turn

 

Flying Blade

When you use Flurry of Steel with a Samurai weapon, you may choose to have one of the attacks be a ranged attack made by charging your blade with ki to send a shockwave of energy with a 20/60 range with a target of your choosing.

Lightning Quickdraw

Requires Quickdraw When you use the Quickdraw technique, you can now spend 1 ki to use it before you find out if the attack hits or misses. If your attack hits, the target takes a penalty to their attack roll equal to your dex modifier. Doing this also prevents the dodge action from ending when quickdraw is used

Lingering Strike

When you use Flurry of Steel and one of your attacks miss, you can confer a bleeding effect on the target which does damage equal to your DEX modifier at the start of their turn. This damage occurs each turn until the creature succeeds on a CON save against you Ki save DC. They can only make this save at the end of their turn

Quickdraw defense

When you use patient defense and an enemy attacks and misses you, you can use your reaction to make an attack against them using the Martial Arts die for damage against them. However, doing this ends the dodge action prematurely.

Riddle of Steel

Your unceasing attacks make a missed strike into an opportunity. When you use Flurry of Steel and one of the attacks miss, you can reroll one attack.

Sever the Soul

When you make a melee weapon attack and hit, you can choose to spend up to 3 ki points. Suffusing your blade with ki causing even smaller cuts to deal excessive damage. The enemy will then take extra damage equal to 1 Martial Arts die per ki point spent. You cannot use Flurry of Steel/Blows this turn when you use this.

 

Sharpen Your Soul

When you are using patient defense and are hit by an attack you can choose to spend your reaction and 2 ki points to wreathe your body in ki, hardening your defenses in preparation for the next attack, reducing the damage you take from the damage type that hit you by an amount equal to your monk level for 1 minute.

Third Eye

Sharpen your senses to their utmost limit, allowing you to fight unimpeded even when you cannot see. As a bonus action, spend 2 ki and gain blindsight for 1 minute

Tread the Blade

Even during a surprise attack, your training allows you to take the initiative from the enemy. When initiative is rolled, even during a surprise round, you can spend 1 ki to take a single action before combat begins

Visions of Death

As a bonus action, you can spend 2 ki to attempt to overpower a creature within 60ft that you can see by using Ki to project your murderous intent at them, overpowering their spirit and causing them to hallucinate their own death. They must make a Wisdom saving throw or be stunned until the end of your next turn. If they succeed the save, they are made aware of your presence and are frightened of you until the end of your next turn

Blade and Body as one

At 6th level your mastery of your weapon has far surpassed that of any traditional warrior, allowing you to infuse your weapon with Ki granting you the following benefits:

Your weapon attacks count as magic damage for the purposes of overcoming damage resistances

Your intense training with your weapon of choice has left an imprint of that weapon on your very soul. During a long rest, you can choose to spend some time focusing on one of your Samurai weapons. After you do this, if you are unarmed, you can spend a Ki point to create a copy of that weapon made of Ki. This weapon lasts 1 minute and copies the stats of the chosen weapon but does not inherit any special powers/properties that weapon has.

Your mastery over Ki has granted both your blades and your body increased destructive force. Granting you a +2 to damage rolls with your Samurai weapons as well as your unarmed strikes.

A Wanderer isn't Lost

At 11th level Your wanderings have made adept at getting your bearings quickly wherever you find yourself, whether it be as a sellsword who knows their way around the criminal underworld of a city, a practiced warrior who serves as an instructor for others or a simple nomad who follows wherever their whims lead them. You gain the following benefits:

  • You may become proficient in one more skill of your choosing.
  • You learn Thieves' Cant
  • During a long rest you can spend a few hours walking out and about and learn 3 facts about the area you are staying in by eavesdropping, smooth talking the locals or other simple means, most importantly you learn these facts covertly without anyone knowing it was you who asked about/learned them. These facts include but are not limited to:
    • Where you can find people trading in illegal goods
    • The Identities of people or groups that are influential, if their identities are not known among the general populace you can at least learn that they exist though the information about them will be vague
    • Where you can find specific niche goods if they are sold in the area you are in.

Perfect Cut

At 17th level, In the midst of battle, you align your sword, body and your soul to unleash an attack that could even leave the gods scarred. As an action you unleash the Perfect Cut, forcing the enemy to make a CON save vs your Ki save DC. If failed, they take 1d10 damage for every ki point you have spent since your last rest. If they succeed they suffer half the damage. the damage from this attack bypasses any resistance/reactions or immunities. this can only be done once per long rest.

Kenjutsu Techniques

This is the complete list of Kenjutsu techniques you can pick from with the levels they can be picked at. Remember, these abilities are only usable with Samurai weapons: shortswords and longswords.

3rd level kenjutsu techniques(pick 3):

  • Quickdraw defense - When you use Patient Defense and an enemy attack misses you, you can use your reaction to make an melee attack using the Martial Arts die for damage against them. However, doing this ends the dodge action prematurely.

  • Flowing Edge - When you miss with a standard weapon attack, you can spend 1 ki to reroll the attack roll. If you spend 2 ki, you can add your WIS modifier to the attack roll. This can only be done once per turn

  • Flying Blade - When you use Flurry of Steel with a Samurai weapon, you may choose to have one of the attacks be a ranged attack made by charging your blade with ki to send a shockwave of energy with a 20/60 range with a target of your choosing.

  • Lingering Strike - When you use Flurry of Steel and one of your attacks miss, you can confer a bleeding effect on the target which does damage equal to your DEX modifier at the start of their turn. This damage occurs each turn until the creature succeeds on a CON save against you Ki save DC. They can only make this save at the end of their turn
  • Bladed Wind - When you use Step of the Wind, you can make a melee weapon attack against an enemy in range when you finish your movement. This attack uses the Martial Arts Die for damage.

6th level kenjutsu (pick 2)

  • Tread the Blade - Even during a surprise attack, your training allows you to take the initiative from the enemy. When initiative is rolled, even during a surprise round, you can spend 1 ki to take a single action before combat begins, this can be an attack, movement or patient defense.

  • Deceiving Reach -  Replaces Stunning Strike As a bonus action, you can spend 2 ki to attempt to overpower a creature within 60ft that you can see with your murderous intent, overpowering their spirit and causing them to hallucinate their own death. They must make a Wisdom saving throw or be stunned until the end of your next turn. If they succeed the save, they are made aware of your presence and are frightened of you until the end of your next turn

  • Lightning Quickdraw -  Requires Quickdraw When you use the Quickdraw technique, you can now spend 1 ki to use it before you find out if the attack hits or misses. If your attack hits, the target takes a penalty to their attack roll equal to your dex modifier. Doing this also prevents the dodge action from ending when quickdraw is used

  • Third Eye - Sharpen your senses to their utmost limit, allowing you to fight unimpeded even when you cannot see. As a bonus action, spend 2 ki and gain blindsight for 1 minut.

11th level kenjutsu (pick 1)

  • Riddle of Steel - Your unceasing attacks make a missed strike into an opportunity. When you use Flurry of Steel and one of the attacks miss, you can reroll one attack.

  • Sever the Soul -  When you make a melee weapon attack and hit, you can choose to spend up to 3 ki points. Suffusing your blade with ki causing even smaller cuts to deal excessive damage. The enemy will then take extra damage equal to 1 Martial Arts die per ki point spent.

  • Sharpen Your Soul - When you are using patient defense and are hit by an attack you can choose to wreathe your body in ki, hardening your defenses in preparation for the next attack, reducing the damage you take from the damage type that hit you by an amount equal to your monk level for 1 minute.

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