Update: This sub-class is now released, you can get it here.
The Way of the Keen Edge is basically Way of the Kensei, but with a bunch of tweaks to how it operates and levels. If you'd like to just read the changes (and rationale), skip to the second post.
An adherent to the Way of the Keen Edge trains extensively with weapons until they become an extension of themselves. With sufficient training, Ki flows through both weapon and body as they move in perfect harmony to block, parry and strike in fluid motions that are equal parts beautiful and deadly.
To walk the path of the keen edge is to be as much a philosopher as a warrior, for it is not enough to know simply how to use a weapon, but when and why it should be used – to be trained in this path, an aspirant must first prove they can abide by a moral code, and stand by their actions without doubt or remorse.
Path of the Keen Edge
3rd-level Way of the Keen Edge feature
Your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
Mastered Weapons. Choose two types of weapons to be your mastered weapons: one melee weapon and one ranged weapon. Each of these can be any simple or martial weapon that lacks the heavy and special properties. Your ranged choice may be the longbow. You gain proficiency with these weapons if you don’t already have it and they are considered Monk Weapons for you. In addition, when you use your free object interaction to stow one mastered weapon, you may also draw one other mastered weapon. You may choose one additional mastered melee or ranged weapon type at 6th, 11th and 17th level.
Agile Parry. While holding a mastered melee weapon you can use Deflect Missiles to deflect non-magical melee attacks.
Rapid Strikes. Your unarmed strikes may inflict the same base damage type as one mastered melee weapon you are holding.
Sharpen the Edge. As a bonus action during your turn you may spend one Ki point to focus your energy into a mastered weapon that you are holding. For one minute, the sharpened weapon gains a +1 bonus to attack and damage rolls. If the weapon already has a fixed bonus to attack or damage rolls you must choose which to use (they do not stack).
You can extend more of your Ki into your mastered weapons, granting you the following benefits:
Magic Weapons. Your attacks with your mastered 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 sharpened weapon, you can spend 1 Ki point to cause the attack to deal extra damage to the target equal to your Martial Arts die.
Empowered Parry. You may now use Agile Parry to deflect magical melee attacks.
Improved Sharpen the Edge. You may spend two Ki when sharpening a weapon to gain a +2 bonus instead of the normal +1.
Flowing Steel
11th-level Way of the Keen Edge feature
Your Ki flows effortlessly through your weapons, granting the following benefits:
Deadly Flurry. Rapid Strikes made during a Flurry of Blows while holding a sharpened melee weapon may add the weapon's sharpened attack and damage bonus.
Legendary Parry. While holding a sharpened melee weapon, you may use Agile Parry to deflect any type of attack.
Stillness of Body. As a bonus action at the start of your turn you may reduce your speed to zero and gain a +1 bonus to attack and damage rolls on your sharpened ranged weapon attacks until the end of the turn.
Superior Sharpen the Edge. You may now spend three Ki points when sharpening a weapon to gain a +3 bonus instead of the normal +1. Your weapon(s) now remain sharpened for 10 minutes.
Unerring Accuracy
17th-level Way of the Keen Edge feature
Your mastery of weapons grants you extraordinary accuracy. After missing with a mastered weapon attack, you may choose to re-roll the attack. You may do this only once per turn.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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No longer refers to "Kensei" (sword-saint) and the baggage some tie to that name, thus solving 90% of complaints against the sub-class. 😝
Mastered Weapons: Same as Kensei weapons, except you can now stow a mastered weapon and draw another as a single object interaction, to reduce the clunkiness of multi-weapon fighting. I had intended to get rid of this and just expand the Monk Weapons list for the sub-class, but I don't think I can do that within DDB's Homebrew tools.
Agile Parry: This is now a Deflect Missiles improvement so you can deflect both ranged projectiles and nonmagical melee attacks, the only requirement is holding a mastered melee weapon. It expands to include more types of attacks later (magic melee attacks at 6th, and magical ranged at 11th). Note: I've specifically used the word "deflect" for Agile Parry, because the intention is to reduce the damage, but not to "catch" and "throw" anything that isn't a projectile.
Rapid Strikes: Damage type swap for unarmed strikes so you can RP them as still being weapon strikes that don't add any further bonuses. Also increases compatibility with the Piercer and Slasher feats.
Sharpen the Edge: Renamed and earlier Sharpen the Blade. The sub-class is now basically built around this feature, coming in at 3rd level but with a lower maximum bonus (+1) scaling up at 6th (+2) and again at 11th (+3). This replaces Kensei Shot since it can add damage to both melee and ranged weapons, and while it adds less damage (+1 vs. +d4) it also improves chance to hit, giving Keen Edge a more consistent edge in damage from the outset. It also no longer has the restriction against using it with weapons that already have a similar bonus, instead you choose which bonus to use (they do not stack), so can still upgrade a +1 weapon to +2 at 6th level, and receive other benefits tied to a sharpened weapon.
Deft Strike: Damage is the same (as it works both in melee and at range), but it's now tied to a sharpened weapon, giving a reason to sharpen a weapon even if it already has a better bonus. No longer has the once per turn limitation, meaning you can burn Ki quickly to deal bursts of damage, though doing so is a bit of a risk until you have 10+ Ki as this sub-class only really has Agile Parry once it runs out of Ki.
Deadly Flurry: Opens up Sharpen the Edge onto Flurry of Blows when using Rapid Strikes, adding the same attack and damage bonus. Note: These still aren't proper weapon attacks, so receive no further bonuses from the weapon, can't Deft Strike etc. They're intended as quick feints etc. with the weapon to exploit momentary openings or drive an enemy back, rather than proper full strikes.
Superior Sharpen the Edge: When Sharpen the Edge gets to +3 it also lasts up to 10 minutes, meaning it can cover multiple consecutive encounters.
Unerring Accuracy: Unchanged, as it's already arguably one of the best 17th level Monk sub-class features and while longer-lasting Sharpen the Edge means you are less likely to miss, you can now also get more out of every hit, so hitting more is never a bad thing.
In terms of overall balance I have no idea where this stands yet; this is very much still a WIP and hasn't had any real playtesting. I'm a strong proponent of the Way of the Kensei being fine as a sub-class, not especially broken or weak, just lacking some of the refinements and power creep of newer sub-classes and scaling a bit weirdly, so my aim is to give it a slight boost and make it play more smoothly/thematically. I'm generally happy with the restructuring around Sharpen the Blade/Edge as I think it's a feature Kensei should get more use from.
The main question mark for me is the change to Agile Parry as it's a very tricky feature to gauge the balance of. Whereas the previous reduce an attack to get +2 to AC form means you should be less likely to be hit at all, being able to use Deflect Missiles against other types of attack means you can weaken or negate one attack per round as your reaction. There are two main features to compare this to:
Battle Master's Parry: This ability is a lot stronger than the Battle Master's Parry manoeuvre, as it requires no additional resource, and triggers a larger damage reduction overall. However, Agile Parry starts weaker (more limited attacks) and the Monk has a slower AC progression (so they can trail a bit mid-game) so may be hit more. It's tough to say if it's too strong compared to this though, as the Fighter is a much more offensively oriented class than the Monk. Functionally however both work the same way, so it may be fair as a means of representing a "superior" parry for a sub-class about weapon mastery?
Rogue's Uncanny Dodge: As with the Battle Master, Uncanny Dodge works against more attacks initially. In terms of strength it's a hard thing to judge, as while Agile Parry will be better against weaker attacks (may negate more than 50%), against stronger ones (crits, targetted spells etc.) it may not reduce the damage by as much.
Agile Parry, Parry and Uncanny Dodge all have the same basic limitation in that they can be easily overwhelmed by multiple hits (they can only reduce the damage of one per round, due to being a reaction). This is unlike the Kensei version which can work against any number of attacks by avoiding being hit entirely, so maybe it balances out? It's a tough one to balance, and I've gone through a half dozen or more different versions of Agile Parry; this is the one I'm most happy with so far.
While my variation of the sub-class is still intended to be used as a mixed melee and ranged martial character as standard, it should hopefully function well even if you focus on melee or ranged only. Melee does have arguably more progression in this variant, however it's created with the assumption you will be using the Tasha's Cauldron of Everything optional rules, specifically Ki-fuelled Attack, so a ranged Keen Edge Monk is still able to reliably deliver three longbow shots per turn alongside added burst damage, keeping them competitive with other archer builds, while able to switch effortlessly to solid melee if the enemy closes the distance (or rather, you let them, because Monk speed).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I like it. I especially appreciate the idea of making agile parry a play on the Deflect Missile mechanic. That is a really cool idea.
Thanks!
I also like how giving Sharpen the Blade earlier replaces the Kensai's shot. I really wanted to like that ability conceptually.
I actually always liked Kensei Shot, but the problem with it nowadays is that it competes for the bonus action if you use Ki-fuelled Attack, so you'll always reach a point where you'd rather just have the third attack using Deft Strike/Focused Aim instead. So while it's a nice ranged feature earlier on when you're low on Ki, it just becomes unused when that's no longer a big issue. Though in a campaign that doesn't allow Ki-fuelled Attack it's still fairly solid; it's basically just a slightly weaker ranged only Hunter's Mark with no resource cost.
But I decided pretty early on to make Sharpen the Blade come sooner, and Kensei Shot seemed kind of redundant pre-11th (definitely OP to have both). Where it's tricky is if you compare Kensei and Keen Edge from 11th onwards in a campaign without Ki-fuelled Strike; Kensei is arguably better for a ranged-focused build at that point because they can Sharpen +3 and also Kensei Shot for d4+3 on every hit, plus up to one Deft Strike a turn, whereas Keen Edge only has the +3, though they can Deft Strike twice if they're willing to burn the extra Ki. But I'm not sure whether to add something at 11th to keep the balance there or not, as it would only matter in campaigns without Ki-fuelled Attack, and how many of those would be playing with homebrew sub-classes?
Update: I chose to add "Stillness of Body" which is a bonus action, requires you to stand still, but adds an additional +1 to attack and damage at range, allowing you to combo with Sharpen to make a weapon into a +4. If you have Ki-fuelled Attack you'll still prefer to use that most of the time, but it's also an option for when you want to conserve Ki.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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Since a certain other Kensei thread is as toxic and annoying as ever, I decided it might be time to fish out some homebrew I've been tweaking off-and-on for a while to try and post something more positive and constructive.
Update: This sub-class is now released, you can get it here.
The Way of the Keen Edge is basically Way of the Kensei, but with a bunch of tweaks to how it operates and levels. If you'd like to just read the changes (and rationale), skip to the second post.
An adherent to the Way of the Keen Edge trains extensively with weapons until they become an extension of themselves. With sufficient training, Ki flows through both weapon and body as they move in perfect harmony to block, parry and strike in fluid motions that are equal parts beautiful and deadly.
To walk the path of the keen edge is to be as much a philosopher as a warrior, for it is not enough to know simply how to use a weapon, but when and why it should be used – to be trained in this path, an aspirant must first prove they can abide by a moral code, and stand by their actions without doubt or remorse.
Path of the Keen Edge
3rd-level Way of the Keen Edge feature
Your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
Mastered Weapons. Choose two types of weapons to be your mastered weapons: one melee weapon and one ranged weapon. Each of these can be any simple or martial weapon that lacks the heavy and special properties. Your ranged choice may be the longbow. You gain proficiency with these weapons if you don’t already have it and they are considered Monk Weapons for you. In addition, when you use your free object interaction to stow one mastered weapon, you may also draw one other mastered weapon. You may choose one additional mastered melee or ranged weapon type at 6th, 11th and 17th level.
Agile Parry. While holding a mastered melee weapon you can use Deflect Missiles to deflect non-magical melee attacks.
Rapid Strikes. Your unarmed strikes may inflict the same base damage type as one mastered melee weapon you are holding.
Sharpen the Edge. As a bonus action during your turn you may spend one Ki point to focus your energy into a mastered weapon that you are holding. For one minute, the sharpened weapon gains a +1 bonus to attack and damage rolls. If the weapon already has a fixed bonus to attack or damage rolls you must choose which to use (they do not stack).
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One With the Weapon
6th-level Way of the Keen Edge feature
You can extend more of your Ki into your mastered weapons, granting you the following benefits:
Magic Weapons. Your attacks with your mastered 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 sharpened weapon, you can spend 1 Ki point to cause the attack to deal extra damage to the target equal to your Martial Arts die.
Empowered Parry. You may now use Agile Parry to deflect magical melee attacks.
Improved Sharpen the Edge. You may spend two Ki when sharpening a weapon to gain a +2 bonus instead of the normal +1.
Flowing Steel
11th-level Way of the Keen Edge feature
Your Ki flows effortlessly through your weapons, granting the following benefits:
Deadly Flurry. Rapid Strikes made during a Flurry of Blows while holding a sharpened melee weapon may add the weapon's sharpened attack and damage bonus.
Legendary Parry. While holding a sharpened melee weapon, you may use Agile Parry to deflect any type of attack.
Stillness of Body. As a bonus action at the start of your turn you may reduce your speed to zero and gain a +1 bonus to attack and damage rolls on your sharpened ranged weapon attacks until the end of the turn.
Superior Sharpen the Edge. You may now spend three Ki points when sharpening a weapon to gain a +3 bonus instead of the normal +1. Your weapon(s) now remain sharpened for 10 minutes.
Unerring Accuracy
17th-level Way of the Keen Edge feature
Your mastery of weapons grants you extraordinary accuracy. After missing with a mastered weapon attack, you may choose to re-roll the attack. You may do this only once per turn.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Changes From Way of the Kensei
In terms of overall balance I have no idea where this stands yet; this is very much still a WIP and hasn't had any real playtesting. I'm a strong proponent of the Way of the Kensei being fine as a sub-class, not especially broken or weak, just lacking some of the refinements and power creep of newer sub-classes and scaling a bit weirdly, so my aim is to give it a slight boost and make it play more smoothly/thematically. I'm generally happy with the restructuring around Sharpen the Blade/Edge as I think it's a feature Kensei should get more use from.
The main question mark for me is the change to Agile Parry as it's a very tricky feature to gauge the balance of. Whereas the previous reduce an attack to get +2 to AC form means you should be less likely to be hit at all, being able to use Deflect Missiles against other types of attack means you can weaken or negate one attack per round as your reaction. There are two main features to compare this to:
Agile Parry, Parry and Uncanny Dodge all have the same basic limitation in that they can be easily overwhelmed by multiple hits (they can only reduce the damage of one per round, due to being a reaction). This is unlike the Kensei version which can work against any number of attacks by avoiding being hit entirely, so maybe it balances out? It's a tough one to balance, and I've gone through a half dozen or more different versions of Agile Parry; this is the one I'm most happy with so far.
While my variation of the sub-class is still intended to be used as a mixed melee and ranged martial character as standard, it should hopefully function well even if you focus on melee or ranged only. Melee does have arguably more progression in this variant, however it's created with the assumption you will be using the Tasha's Cauldron of Everything optional rules, specifically Ki-fuelled Attack, so a ranged Keen Edge Monk is still able to reliably deliver three longbow shots per turn alongside added burst damage, keeping them competitive with other archer builds, while able to switch effortlessly to solid melee if the enemy closes the distance (or rather, you let them, because Monk speed).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I like it. I especially appreciate the idea of making agile parry a play on the Deflect Missile mechanic. That is a really cool idea.
I also like how giving Sharpen the Blade earlier replaces the Kensai's shot. I really wanted to like that ability conceptually.
Thanks!
I actually always liked Kensei Shot, but the problem with it nowadays is that it competes for the bonus action if you use Ki-fuelled Attack, so you'll always reach a point where you'd rather just have the third attack using Deft Strike/Focused Aim instead. So while it's a nice ranged feature earlier on when you're low on Ki, it just becomes unused when that's no longer a big issue. Though in a campaign that doesn't allow Ki-fuelled Attack it's still fairly solid; it's basically just a slightly weaker ranged only Hunter's Mark with no resource cost.
But I decided pretty early on to make Sharpen the Blade come sooner, and Kensei Shot seemed kind of redundant pre-11th (definitely OP to have both). Where it's tricky is if you compare Kensei and Keen Edge from 11th onwards in a campaign without Ki-fuelled Strike; Kensei is arguably better for a ranged-focused build at that point because they can Sharpen +3 and also Kensei Shot for d4+3 on every hit, plus up to one Deft Strike a turn, whereas Keen Edge only has the +3, though they can Deft Strike twice if they're willing to burn the extra Ki. But I'm not sure whether to add something at 11th to keep the balance there or not, as it would only matter in campaigns without Ki-fuelled Attack, and how many of those would be playing with homebrew sub-classes?
Update: I chose to add "Stillness of Body" which is a bonus action, requires you to stand still, but adds an additional +1 to attack and damage at range, allowing you to combo with Sharpen to make a weapon into a +4. If you have Ki-fuelled Attack you'll still prefer to use that most of the time, but it's also an option for when you want to conserve Ki.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.