I'm trying to redesign the Kensei monk subclass for one of my campaigns. I like the flavor of the original Kensei subclass but most of its abilities are bad or just become obsolete.
I'm redesigning the subclass based on the following premise: If the whole point of the subclass is that they use weapons, then using these weapons should ALWAYS be the better option than their unarmed strikes.
I'm leaving in black the things I am not changing and coloring my changes red. I would appreciate your thoughts on whether it is overpowered, underpowered, or anything else.
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 the deft strokes of calligraphy or painting. You gain the following benefits:
Kensei 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. Your kensei weapons count as unarmed strikes for any of your class features or magical benefits e.g. Flurry of blows, Ki-empowered strikes, Stunning strike, any bonus from magic items (such as the gloves of soul catching).
Agile Parry.While wielding a melee kensei weapon, you receive a +2 bonus to your AC. This bonus increases to +3 at 6th level, +4 at 11th level, and +5 at 17th level.
Kensei's Shot. When making an attack with a ranged kensei weapon, you deal bonus damage equal to your Martial Arts die.
Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
Shared Enlightenment. As an action on your turn, you can grant all allies that you can see within 60ft. a +1 bonus to attack and damage rolls if they are using a weapon that is the same type as one of your kensei weapons e.g. longswords, short bows, whips, etc. This bonus lasts for 1 minute. You may use this feature once per long rest.
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.
Sharpen the Blade
At 11th level, your great skill with your weapons now in turn improves your base monk abilities:
Autoparry. You have become so proficient in deflecting projectiles with your weapons that you can now do it without even having to think about it. When wielding a melee kensei weapon, your Deflect Missiles feature now happens automatically and no longer requires your reaction or ki points.
Strike a Nerve. You have become so accurate with ranged weapons that you can now target nerve clusters on your opponents' bodies. You can now use your stunning strike feature with your ranged kensei weapons. Also, when using this feature, you have the option of taking a -5 penalty to the attack roll and if it hits, the target takes extra psychic damage equal to your wisdom modifier, and the DC of your stunning strike gains a +5 bonus for that attack.
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.
Just in Path of the Kensei you’ve already made it overpowered. According to your rules, a 5th level Kensei could make two Longbow attacks and then spend 1 Ki to FoB for another two Longbow attacks, and each one of those attacks would deal an additional 1d6 damage just for attacking, and then deal their regular damage on a hit. And having the equivalent of a shield, +3 without any of the drawbacks of having to hold a shield is nuts. I haven’t even read the rest of your suggested changes, but it’s already overtuned.
A little while ago I started a series of threads I’m calling “FIFY WotC” in which I ask other forum users like yourself to collaborate and help me fix underperforming subclasses like the Kensei. Your post kinda inspired me to try tackling this subclass, and since you’re also working on a similar project I would like to invite you to give your opinions. If you’re interested, here’s the thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157619-fify-wotc-way-of-the-kensei). I hope to hear from you there.
I'm trying to redesign the Kensei monk subclass for one of my campaigns. I like the flavor of the original Kensei subclass but most of its abilities are bad or just become obsolete.
I'm redesigning the subclass based on the following premise: If the whole point of the subclass is that they use weapons, then using these weapons should ALWAYS be the better option than their unarmed strikes.
I'm leaving in black the things I am not changing and coloring my changes red. I would appreciate your thoughts on whether it is overpowered, underpowered, or anything else.
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 the deft strokes of calligraphy or painting. You gain the following benefits:
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
Sharpen the Blade
At 11th level, your great skill with your weapons now in turn improves your base monk abilities:
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.
Just in Path of the Kensei you’ve already made it overpowered. According to your rules, a 5th level Kensei could make two Longbow attacks and then spend 1 Ki to FoB for another two Longbow attacks, and each one of those attacks would deal an additional 1d6 damage just for attacking, and then deal their regular damage on a hit. And having the equivalent of a shield, +3 without any of the drawbacks of having to hold a shield is nuts. I haven’t even read the rest of your suggested changes, but it’s already overtuned.
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Hey FinalChaos,
A little while ago I started a series of threads I’m calling “FIFY WotC” in which I ask other forum users like yourself to collaborate and help me fix underperforming subclasses like the Kensei. Your post kinda inspired me to try tackling this subclass, and since you’re also working on a similar project I would like to invite you to give your opinions. If you’re interested, here’s the thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157619-fify-wotc-way-of-the-kensei). I hope to hear from you there.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB