So I've already posted my modified Kensei homebrew, which aimed to take what the Kensei sub-class has and refine it fairly minimally (shuffles abilities around, tweaks some, but generally keeps a lot of it the same), however this is another homebrew I came up with a while back inspired by discussion around the Kensei, but this one required more tidying up.
Basically if Keen Edge is the "what I would do to remaster Kensei" then this one is "what I would do to build a weapon oriented Monk sub-class".
While they have a couple of small features in common, it's intended to be more a proper "weapon master" type sub-class of its own, and mostly keys off the use of Fighter fighting styles with some Monk twists, making it more like "Champion flavoured Monk". And here it is:
Those who follow the Way of the Weapon Master are experts with any weapon they wield – anything they hold can become an instrument of grace and precision, able to deliver a perfect killing strike in an instant.
Weapon Master
3rd-level Way of the Weapon Master feature
You are proficient in all martial weapons, and all weapons with which you are proficient are Monk Weapons for you.
D&D Beyond Support
Unfortunately D&D Beyond does not currently support expanded Monk Weapons in homebrew – you will need to customise the actions to set the correct damage dice and bonuses on your character sheet. You can correct bonuses by customising a weapon attack, but to correct damage dice you will need to add a custom action.
Extended Self
3rd-level Way of the Weapon Master feature
Your unarmed strikes may inflict the same damage type as a melee weapon you are holding and proficient with.
In addition, whenever you use your object interaction to stow one weapon with which you are proficient you may immediately draw one other weapon with which you are proficient.
Fighting Style
3rd-level Way of the Weapon Master feature
Your training gives you experience in a range of fighting styles, and enables you to refocus yourself through meditation. You may choose one fighting style from the options below, and may change your fighting style whenever you complete a long rest.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides.
Defense
While you are wearing no armor, you gain a +1 bonus to AC.
Duelling
You gain a +2 damage bonus to a weapon held in one hand if you are holding no other weapons.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Magic Weapons
6th-level Way of the Weapon Master feature
Attacks made using a weapon with which you are proficient count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ki-guided Strikes
6th-level Way of the Weapon Master feature
As a bonus action during your turn you may extend your Ki into your weapons to gain advantage on all attack rolls until the end of the turn. You can do this only a number of times equal to your proficiency bonus, unless you spend two Ki points to use it again.
You regain all uses of this ability following a long rest.
Perfected Form
11th-level Way of the Weapon Master feature
You can choose one additional fighting style, and may now change fighting style(s) whenever you complete a short rest.
Ki Warrior
17th-level Way of the Weapon Master feature
At the start of your turn you may spend five Ki points to enter a state of oneness with your body, weapons and surroundings.
For the next minute you may choose to take two bonus actions during each of your turns. One of these must be a Monk bonus action or Ki-guided Strikes, however any Ki cost for that bonus action may be ignored.
This ability ends early if you are incapacitated or killed.
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.
Instead of Kensei weapons this sub-class simply grants full martial weapon proficiency, counting these as Monk weapons and adding the finesse property. Unfortunately the last two features aren't supported by D&D Beyond so the homebrew sub-class will require some weapons to be added as custom actions to work properly, but this gives Monks access to a huge range of weapons, including higher damage such as a greatsword, or full polearms with reach such as a halberd or pike.
Extended Self will be recognisable from the Rapid Strikes feature of Keen Edge; it allows unarmed strikes to deal the damage type of a held weapon (as if using it for quick harrying attacks), keeping Flurry of Blows/Martial Arts weapon themed and improving compatibility with the Piercer and Slasher feats from Tasha's Cauldron. Also allows faster weapon switching (can draw and stow a weapon at the same time).
The core feature however is the Fighting Style with a fairly wide range of choices and the ability to change at long rest to adapt from one style to another if you know you'll need it. You also gain a second style at 11th, along with the ability to swap out on a short rest. I omitted the Protection style as Weapon Masters still lack shield proficiency. Duelling should still be useful for certain weapon options like a whip if that's what a player wants to use. Two-weapon Fighting I'm less sure about, as Monks have so many other things they want to do with their Bonus Action, including a built-in Bonus Action attack but it may still be good to have for someone who intends to also take Dual Wielder. This feature is the main source of added defence or damage for this sub-class, as Archery excels as usual for range, Defence adds always-on +1 unarmored AC (as opposed to armoured on other classes) and Great Weapon Master increases the damage for a greatsword or a pike.
6th level grants magical weapons same as for the Kensei for overcoming nonmagical resistances and immunities. It also grants a Ki-powered bonus action that gives advantage for the turn; effectively allowing you to swap three (or four with Flurry) attacks for two at advantage whenever you like.
17th grants an Awakened Astral Self like ability to spend 5 Ki to enter a heightened mode, however for the Weapon Master this means gaining a second bonus action, with one of these being a Monk bonus action with no Ki cost. This means you can Patient Defence and Flurry of Blows every turn, or double Flurry, Ki-fuelled Attack + Flurry and so-on for some pretty strong combined effects.
Fair warning, this is another work-in-progress sub-class with no real playtesting, I'm mostly looking for feedback. I feel like 3rd level is fine (enables lots of possible builds) but 6th might be a little lacklustre as Ki-guided Strikes being a bonus action makes it more of a trade-off; I'm wondering if it would be OP if it were a bonus action only (no Ki point cost)? I originally made it tied to proficiency uses per short rest, but this meant you could only use it a finite number of times, though double proficiency could be another option; other options could be double proficiency, or proficiency free uses then Ki cost after?
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 love this. Giving a weapon monk fighting styles and later on a way to switch them around easily is great flavor, mechanics, and versatility. At 11th level, being able to switch fighting styles on a short rest really drives home the idea that they are a "weapon master" that is fluent in all of the different styles. Great job! What could be a fun and flavorful addition as well might be to come up with a fighting style that is unique to this subclass (similar to how fighters, rangers, and paladins all have one or two fighting styles only their class has access to).
The only ability I take slight issue with is Ki-Guided Strikes. I feel the ki cost for advantage on all attacks may be a little light. Granted, you are giving up 1-2 bonus action attacks to get that advantage. I feel that a 2 ki point cost may be better (effectively 1 ki per attack that gets advantage). Thats just my opinion.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
It’s an interesting take. My only problem is making all weapons finesse which basically means take 3 levels of monk then go 17 levels in rogue to sneak attack with a Glaive or Greatsword, etc. having them just be monk weapons is fine and accomplishes the same thing
Edit. I do like the inclusion of fighting styles. And the other features
It’s an interesting take. My only problem is making all weapons finesse which basically means take 3 levels of monk then go 17 levels in rogue to sneak attack with a Glaive or Greatsword, etc. having them just be monk weapons is fine and accomplishes the same thing
Edit. I do like the inclusion of fighting styles. And the other features
Thats an interesting point. I agree that just making them monk weapons makes more sense to avoid this.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
The only ability I take slight issue with is Ki-Guided Strikes. I feel the ki cost for advantage on all attacks may be a little light. Granted, you are giving up 1-2 bonus action attacks to get that advantage. I feel that a 2 ki point cost may be better (effectively 1 ki per attack that gets advantage). Thats just my opinion.
How about two Ki but with a number of free uses per long rest? e.g- equal to proficiency bonus? This would make it comparable to Samurai's feature but scaling better, and you can burn the Ki to use it more often?
It’s an interesting take. My only problem is making all weapons finesse which basically means take 3 levels of monk then go 17 levels in rogue to sneak attack with a Glaive or Greatsword, etc. having them just be monk weapons is fine and accomplishes the same thing
You're absolutely right! Hadn't occurred to me that making them finesse weapons was redundant, I'll definitely get that changed.
But that's why you ask for feedback; someone else can spot the things you've stared at off and on for months and never noticed. 😂
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.
The only ability I take slight issue with is Ki-Guided Strikes. I feel the ki cost for advantage on all attacks may be a little light. Granted, you are giving up 1-2 bonus action attacks to get that advantage. I feel that a 2 ki point cost may be better (effectively 1 ki per attack that gets advantage). Thats just my opinion.
How about two Ki but with a number of free uses per long rest? e.g- equal to proficiency bonus? This would make it comparable to Samurai's feature but scaling better, and you can burn the Ki to use it more often?
I think that could work. By the time you get the feature you would be using it as often as the samurai (3 times per rest) without spending ki. At higher levels, you use it more often but you dont get any temp HP and you are making less attacks, so I think it balances out.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
To post a comment, please login or register a new account.
So I've already posted my modified Kensei homebrew, which aimed to take what the Kensei sub-class has and refine it fairly minimally (shuffles abilities around, tweaks some, but generally keeps a lot of it the same), however this is another homebrew I came up with a while back inspired by discussion around the Kensei, but this one required more tidying up.
Basically if Keen Edge is the "what I would do to remaster Kensei" then this one is "what I would do to build a weapon oriented Monk sub-class".
While they have a couple of small features in common, it's intended to be more a proper "weapon master" type sub-class of its own, and mostly keys off the use of Fighter fighting styles with some Monk twists, making it more like "Champion flavoured Monk". And here it is:
Those who follow the Way of the Weapon Master are experts with any weapon they wield – anything they hold can become an instrument of grace and precision, able to deliver a perfect killing strike in an instant.
Weapon Master
3rd-level Way of the Weapon Master feature
You are proficient in all martial weapons, and all weapons with which you are proficient are Monk Weapons for you.
Extended Self
3rd-level Way of the Weapon Master feature
Your unarmed strikes may inflict the same damage type as a melee weapon you are holding and proficient with.
In addition, whenever you use your object interaction to stow one weapon with which you are proficient you may immediately draw one other weapon with which you are proficient.
Fighting Style
3rd-level Way of the Weapon Master feature
Your training gives you experience in a range of fighting styles, and enables you to refocus yourself through meditation. You may choose one fighting style from the options below, and may change your fighting style whenever you complete a long rest.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides.
Defense
While you are wearing no armor, you gain a +1 bonus to AC.
Duelling
You gain a +2 damage bonus to a weapon held in one hand if you are holding no other weapons.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Magic Weapons
6th-level Way of the Weapon Master feature
Attacks made using a weapon with which you are proficient count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ki-guided Strikes
6th-level Way of the Weapon Master feature
As a bonus action during your turn you may extend your Ki into your weapons to gain advantage on all attack rolls until the end of the turn. You can do this only a number of times equal to your proficiency bonus, unless you spend two Ki points to use it again.
You regain all uses of this ability following a long rest.
Perfected Form
11th-level Way of the Weapon Master feature
You can choose one additional fighting style, and may now change fighting style(s) whenever you complete a short rest.
Ki Warrior
17th-level Way of the Weapon Master feature
At the start of your turn you may spend five Ki points to enter a state of oneness with your body, weapons and surroundings.
For the next minute you may choose to take two bonus actions during each of your turns. One of these must be a Monk bonus action or Ki-guided Strikes, however any Ki cost for that bonus action may be ignored.
This ability ends early if you are incapacitated or killed.
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.
Notes/Thoughts
Instead of Kensei weapons this sub-class simply grants full martial weapon proficiency, counting these as Monk weapons
and adding the finesse property. Unfortunately the last two features aren't supported by D&D Beyond so the homebrew sub-class will require some weapons to be added as custom actions to work properly, but this gives Monks access to a huge range of weapons, including higher damage such as a greatsword, or full polearms with reach such as a halberd or pike.Extended Self will be recognisable from the Rapid Strikes feature of Keen Edge; it allows unarmed strikes to deal the damage type of a held weapon (as if using it for quick harrying attacks), keeping Flurry of Blows/Martial Arts weapon themed and improving compatibility with the Piercer and Slasher feats from Tasha's Cauldron. Also allows faster weapon switching (can draw and stow a weapon at the same time).
The core feature however is the Fighting Style with a fairly wide range of choices and the ability to change at long rest to adapt from one style to another if you know you'll need it. You also gain a second style at 11th, along with the ability to swap out on a short rest. I omitted the Protection style as Weapon Masters still lack shield proficiency. Duelling should still be useful for certain weapon options like a whip if that's what a player wants to use. Two-weapon Fighting I'm less sure about, as Monks have so many other things they want to do with their Bonus Action, including a built-in Bonus Action attack but it may still be good to have for someone who intends to also take Dual Wielder. This feature is the main source of added defence or damage for this sub-class, as Archery excels as usual for range, Defence adds always-on +1 unarmored AC (as opposed to armoured on other classes) and Great Weapon Master increases the damage for a greatsword or a pike.
6th level grants magical weapons same as for the Kensei for overcoming nonmagical resistances and immunities. It also grants a Ki-powered bonus action that gives advantage for the turn; effectively allowing you to swap three (or four with Flurry) attacks for two at advantage whenever you like.
17th grants an Awakened Astral Self like ability to spend 5 Ki to enter a heightened mode, however for the Weapon Master this means gaining a second bonus action, with one of these being a Monk bonus action with no Ki cost. This means you can Patient Defence and Flurry of Blows every turn, or double Flurry, Ki-fuelled Attack + Flurry and so-on for some pretty strong combined effects.
Fair warning, this is another work-in-progress sub-class with no real playtesting, I'm mostly looking for feedback. I feel like 3rd level is fine (enables lots of possible builds) but 6th might be a little lacklustre as Ki-guided Strikes being a bonus action makes it more of a trade-off; I'm wondering if it would be OP if it were a bonus action only (no Ki point cost)? I originally made it tied to proficiency uses per short rest, but this meant you could only use it a finite number of times, though double proficiency could be another option; other options could be double proficiency, or proficiency free uses then Ki cost after?
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 love this. Giving a weapon monk fighting styles and later on a way to switch them around easily is great flavor, mechanics, and versatility. At 11th level, being able to switch fighting styles on a short rest really drives home the idea that they are a "weapon master" that is fluent in all of the different styles. Great job! What could be a fun and flavorful addition as well might be to come up with a fighting style that is unique to this subclass (similar to how fighters, rangers, and paladins all have one or two fighting styles only their class has access to).
The only ability I take slight issue with is Ki-Guided Strikes. I feel the ki cost for advantage on all attacks may be a little light. Granted, you are giving up 1-2 bonus action attacks to get that advantage. I feel that a 2 ki point cost may be better (effectively 1 ki per attack that gets advantage). Thats just my opinion.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
It’s an interesting take. My only problem is making all weapons finesse which basically means take 3 levels of monk then go 17 levels in rogue to sneak attack with a Glaive or Greatsword, etc. having them just be monk weapons is fine and accomplishes the same thing
Edit. I do like the inclusion of fighting styles. And the other features
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Thats an interesting point. I agree that just making them monk weapons makes more sense to avoid this.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
How about two Ki but with a number of free uses per long rest? e.g- equal to proficiency bonus? This would make it comparable to Samurai's feature but scaling better, and you can burn the Ki to use it more often?
You're absolutely right! Hadn't occurred to me that making them finesse weapons was redundant, I'll definitely get that changed.
But that's why you ask for feedback; someone else can spot the things you've stared at off and on for months and never noticed. 😂
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 think that could work. By the time you get the feature you would be using it as often as the samurai (3 times per rest) without spending ki. At higher levels, you use it more often but you dont get any temp HP and you are making less attacks, so I think it balances out.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!