Skirmisher: I would let you move away as part of your Uncanny Dodge reaction once you hit 5th level, in addition to moving as a reaction if an enemy ends their turn next to you. That would allow you to get the option of moving after only eating a single attack (which you were probably going to use UD on anyway) rather than only being able to move away after an enemy pours their entire attack routine into you.
Survivalist: You should get two proficiencies of your choice if you already have Nature / Survival. That way someone building towards Scout won't have to choose between being bad at these at low levels or picking two wasted skills.
Superior Mobility: This should actually grant climb and move speeds rather than merely enhancing ones you already have. In addition, this is probably where I'd throw in a Cunning Strike enhancement - letting you use Withdraw either for free (no die cost), alongside another Cunning Strike option (which i or both.
Ambush Master: No change.
Sudden Strike: I would let you use the second sneak attack against the same target if it deals half damage. Otherwise unchanged.
mostly makes sense to me
my only concern is while the skirmisher seems a bit ehhh to me in standard, the move 15 feet away after taking half damage with no resource seems really strong. Not sure if its too strong, trying to think of points of comparison.
the ones I can think of with half movement are tied to a resource.
barbarian with rage BA
fighter tactical shift BA
bard inspiring movement. Reaction
inspiring movement is the closest, it uses a resource though, and is also ends turn.
perhaps if it was an either or proposition. you can choose to take half damage, or move half you movement.
but maybe its fine, just feels like it would become almost impossible to melee pressure a ranged rogue at all.
I get that, but to be fair, it's not all ranged rogues - I'd say being difficult to pressure is the Scout's claim to fame specifically.
I wouldn't be opposed to putting a "Proficiency Bonus times per X" limit on the ability to move during UD if doing it as an at-will reaction is too much.
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This training 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 property. 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.
Agile Parry. If you make an attack with a melee monk weapon or unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. You can be affected only by one agile parry at a time: the most recent one.
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes extra damage equal to your martial arts die. The extra damage is the same type as the weapon’s type. You retain this benefit until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.
Master of Weapons. Your training with weapons allows you to use the mastery property of two kinds of weapons of which you have proficiency. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach 6th, 11th, and 17th level in this class, you can choose another weapon to gain weapon mastery with, following the criteria above.
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 focus into your kensei weapons, granting you the following benefits.
Empowered Kensei Weapons. Whenever you deal damage with one of your kensei weapons, it can deal your choice of force damage or its normal damage type.
Honed Strike. As a bonus action, you can spend 1 focus point to grant one kensei weapon you touch a +3 bonus to attack rolls when you attack with it. At level 15, this bonus increases to +5. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a greater or equal bonus to attack rolls.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your focus.
Strengthened Strike. As a bonus action, you can spend 2 focus point to gain advantage on melee attacks for 1 minute. During this time, you deal extra damage equal to your martial arts die with your kensei weapons. The extra damage is the same type as the weapon’s type. You can use this feature three times. You regain two uses on a short rest, and all uses on a long rest
Empowered Critical. You can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack with one of your kensei weapons. This increases to two additional dice at 17th level.
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.
Why I made the changes I did(Changes are highlighted in blue)
-It's unfair to kensei monks to not give them weapon mastery when rogues get it.
-Kensei's shot should scale, but if it had infinite uses it would make ranged weapons better than melee.
-Monks magical unarmed strikes changed to force damage unarmed strikes, so did the same with kensei weapons.
Circle of the Shepherd (Druid) - add always prepared spells, rebalances Spirit Totems so they are more distinct and more effective without requiring a huge number of allies, adds benefits similar to Extended spell metamagic to your conjuration spells at higher levels
Inquisitive (Rogue) - makes you the master of the Search action, gives you a unique Cunning Strike to overcome enemy resistances, and adds Truesight at higher levels
Chronurgist (Wizard) - adds a list of spells known for free, changes Temporal Stasis to fit themes of spellcasting better, rebalances the Spell Storing ability so it is less exploitable, fixes auto-fail / auto-success capstone to an Action Surge-like ability.
Rune Knight (Fighter) - adds a bunch new Runes and rebalances existing ones so there are fewer clear winners / losers. Restores Grapple-builds by giving enemies DA on saves against your grapples.
Found in bare-fist fight clubs, or hanging around taverns awaiting the inevitable breakout of drunken violence, the warrior of Drunken Brawls seems like an easily defeatable opponent but shocks their attackers with their high degree of skill and creativity that allows them to control the battlefield while avoiding being hit themselves. They are equally effective when throwing improvised weapons from a distance or when surrounded by enemies, making them versatile and deadly warriors in any situation.
Brawler's Technique
You when use your Flurry of Blows, you gain the following benefits:
Duck and Weave. You also take the Disengage action, and your movement speed increases by 10 ft until the end of your turn.
Improvised Strikes. You can pick up and use an improvised weapon as part of each attack you make with your Flurry of Blows.
Brawler's Improvisation
Starting at 3rd level, you gain proficiency in improvised weapons and your Martials Arts applies to attacks made with improvised weapons. In addition, you gain proficiency in the Performance and Brewer's Supplies.
Thrive in a Crowd
At 6th level, you have learned to skills to excel against multiple enemies. You gain the following benefits:
Combo Strikes : When you reduce a creature to 0 hit points you can immediately make one additional attack as part of that same action against a different creature within range.
Redirect Attack : When you use your Deflect Attack ability, you can spend 1 Focus Point to redirect damage of the attack even if you do not reduce the damage to 0 and the target automatically fails the Dexterity saving throw. In addition, you can use your Deflect Attack even if the attack misses you.
Drunkard's Luck
Starting at 10th level, you can spend 2 Focus Points to give yourself advantage on any d20 Test.
Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies.
Endless Flurry: When you use your Flurry of Blows, you can make any number of attacks as long as each attack targets a different creature.
Momentum: When you hit with an attack you can spend 1 Focus Point to deal additional damage on that attack equal to the 1d6 for each attack you have made this turn. For example on your first attack this would deal 1d6 additional damage, your second attack would deal 2d6 additional damage, and your 5th attack would deal 5d6 additional damage.
Sorry for the late reply. To keep with nice toys as a free bonus action and an improved version of the nice toy you get at higher levels for a Focus Point that MONKS have.
Kensie Attack =Bonus action (No Focus Points) to make one attack with a Kensie weapon and add Proficiency to damage
Improved Kensie attack = Bonus action (1 Focus point) to make one attack with a Kensie weapon and add one Martial Artis Die to damage
This is how I would update them. I kept it closer to the 2014 version except I replaced the 11th level feature with something similar to 2024 11th level Monk features, but moved the old feature’s functionality to 17th and made it work for any kensei weapon they are holding. I did add the scaling to Kensei shot, but made it scale slower. I also gave out less weapon masteries and at 11th allow for any weapon to be a kensei weapon.
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. You learn one Weapon Master Property associated with one of your Kensei weapons. You may switch this property when you complete a long rest, but it must be to a weapon mastery property for one of your kensei weapons.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. This damage increases to 2d4 at 11th and 3d4 at 17th. You retain this benefit until the end of the current turn.
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 focus into your kensei weapons, granting you the following benefits.
Focused Kensei Weapons. Your attacks with your kensei weapons ignore resistance to bludgeoning, piercing, and slashing weapons.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 focus 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.
Kensei Weapon
When you reach 6th 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. You also learn an additional Weapon Mastery. It must be associated with one of your Kensei Weapons.
Flurry of Blades
At 11th level, when you use theAttackaction to attack with a Kensei weapon on your turn, you can make one attack with the same Kensei weapon as a bonus action. You can expend 1 Focus Point to make two attacks on this bonus action with same Kensei weapon instead.
Kensei Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, no longer following the criteria. You may choose any simple weapon or martial weapon.
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. Additionally as a bonus action, you can expend up to 3 focus points to grant any kensei weapon you are holding a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Kensei Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you. You also learn an additional Weapon Mastery. It must be associated with one of your Kensei Weapons.
.Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Undead Servant
At 3rd level, you learn the Find Familiar spell if you don’t already have it. If you already know the Find Familiar spell you may choose another spell of the same level to learn. When you cast the Find Familiar spell, you choose one of the normal forms for your familiar or one of the following special forms: Crawling Claw, Skeleton, or Zombie. You may give any form you choose the undead creature type. If your familiar is undead you may use it to deliver your necromancy spells even if their range is not touch. When you cast a Necromancy your familiar can be the point of origin. You calculate the range of the spell as if your familiar cast it. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the Necromancy spell when you cast the spell.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. If it is already there choose another spell of the same level or lower to add to your spellbook. When you cast animate dead, you can target the a corpse or pile of bones of any small or medium creature except constructs, and you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
The creature can be used like your familiar to deliver your Necromancy spells
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. Additionally when you prepare a spell of 1st level or higher that deals damage you may prepare the spell as a school of Necromancy version and change the damage type to necrotic.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. You add Charm Person and Dominate Person to your spellbook if you don’t already have them. If you have the spell in your book you add another spell of the same level or lower. When you cast any Wizard enchantment spell you may target undead creatures with it even if undead are not a target for the spell. If you cast a Wizard enchantment spell with a spell slot of 6th level or higher and only target one creature the spell ignores any condition immunities of an undead target. You may cast Charm Person on an undead target even if you don’t have it prepared as long as you are holding your spellbook.
.Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Undead Servant
At 3rd level, you learn the Find Familiar spell if you don’t already have it. If you already know the Find Familiar spell you may choose another spell of the same level to learn. When you cast the Find Familiar spell, you choose one of the normal forms for your familiar or one of the following special forms: Crawling Claw, Skeleton, or Zombie. You may give any form you choose the undead creature type. If your familiar is undead you may use it to deliver your necromancy spells even if their range is not touch. When you cast a Necromancy your familiar can be the point of origin. You calculate the range of the spell as if your familiar cast it. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the Necromancy spell when you cast the spell.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. If it is already there choose another spell of the same level or lower to add to your spellbook. When you cast animate dead, you can target the a corpse or pile of bones of any small or medium creature except constructs, and you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
The creature can be used like your familiar to deliver your Necromancy spells
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. Additionally when you prepare a spell of 1st level or higher that deals damage you may prepare the spell as a school of Necromancy version and change the damage type to necrotic.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. You add Charm Person and Dominate Person to your spellbook if you don’t already have them. If you have the spell in your book you add another spell of the same level or lower. When you cast any Wizard enchantment spell you may target undead creatures with it even if undead are not a target for the spell. If you cast a Wizard enchantment spell with a spell slot of 6th level or higher and only target one creature the spell ignores any condition immunities of an undead target. You may cast Charm Person on an undead target even if you don’t have it prepared as long as you are holding your spellbook.
While I like the broad direction here, without all the other Chain perks that Warlocks get, a Skeleton familiar is going to be pretty useless. It can't attack, it's fragile, you can't see through its senses to target your spells more safely etc. I would aim towards getting them the Summon Undead spell as a concentration-free pet instead, similar to Draconic Sorcerer or Great Old One Warlock.
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I get that, but to be fair, it's not all ranged rogues - I'd say being difficult to pressure is the Scout's claim to fame specifically.
I wouldn't be opposed to putting a "Proficiency Bonus times per X" limit on the ability to move during UD if doing it as an at-will reaction is too much.
Training of the Blade
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This training 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 focus into your kensei weapons, granting you the following benefits.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your focus.
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.
Why I made the changes I did(Changes are highlighted in blue)
-It's unfair to kensei monks to not give them weapon mastery when rogues get it.
-Kensei's shot should scale, but if it had infinite uses it would make ranged weapons better than melee.
-Monks magical unarmed strikes changed to force damage unarmed strikes, so did the same with kensei weapons.
-also changed the name to "Warrior of the Blade"
Tell me if this is too op.
For those interested I've made updated:
Circle of the Shepherd (Druid) - add always prepared spells, rebalances Spirit Totems so they are more distinct and more effective without requiring a huge number of allies, adds benefits similar to Extended spell metamagic to your conjuration spells at higher levels
Inquisitive (Rogue) - makes you the master of the Search action, gives you a unique Cunning Strike to overcome enemy resistances, and adds Truesight at higher levels
Chronurgist (Wizard) - adds a list of spells known for free, changes Temporal Stasis to fit themes of spellcasting better, rebalances the Spell Storing ability so it is less exploitable, fixes auto-fail / auto-success capstone to an Action Surge-like ability.
Rune Knight (Fighter) - adds a bunch new Runes and rebalances existing ones so there are fewer clear winners / losers. Restores Grapple-builds by giving enemies DA on saves against your grapples.
Here's my pitch for Drunken Master:
Found in bare-fist fight clubs, or hanging around taverns awaiting the inevitable breakout of drunken violence, the warrior of Drunken Brawls seems like an easily defeatable opponent but shocks their attackers with their high degree of skill and creativity that allows them to control the battlefield while avoiding being hit themselves. They are equally effective when throwing improvised weapons from a distance or when surrounded by enemies, making them versatile and deadly warriors in any situation.
Brawler's Technique
You when use your Flurry of Blows, you gain the following benefits:
Duck and Weave. You also take the Disengage action, and your movement speed increases by 10 ft until the end of your turn.
Improvised Strikes. You can pick up and use an improvised weapon as part of each attack you make with your Flurry of Blows.
Brawler's Improvisation
Starting at 3rd level, you gain proficiency in improvised weapons and your Martials Arts applies to attacks made with improvised weapons. In addition, you gain proficiency in the Performance and Brewer's Supplies.
Thrive in a Crowd
At 6th level, you have learned to skills to excel against multiple enemies. You gain the following benefits:
Combo Strikes : When you reduce a creature to 0 hit points you can immediately make one additional attack as part of that same action against a different creature within range.
Redirect Attack : When you use your Deflect Attack ability, you can spend 1 Focus Point to redirect damage of the attack even if you do not reduce the damage to 0 and the target automatically fails the Dexterity saving throw. In addition, you can use your Deflect Attack even if the attack misses you.
Drunkard's Luck
Starting at 10th level, you can spend 2 Focus Points to give yourself advantage on any d20 Test.
Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies.
Endless Flurry: When you use your Flurry of Blows, you can make any number of attacks as long as each attack targets a different creature.
Momentum: When you hit with an attack you can spend 1 Focus Point to deal additional damage on that attack equal to the 1d6 for each attack you have made this turn. For example on your first attack this would deal 1d6 additional damage, your second attack would deal 2d6 additional damage, and your 5th attack would deal 5d6 additional damage.
Do you think it is too powerful?
Sorry for the late reply. To keep with nice toys as a free bonus action and an improved version of the nice toy you get at higher levels for a Focus Point that MONKS have.
Kensie Attack =Bonus action (No Focus Points) to make one attack with a Kensie weapon and add Proficiency to damage
Improved Kensie attack = Bonus action (1 Focus point) to make one attack with a Kensie weapon and add one Martial Artis Die to damage
Just my 2 Copper
This is how I would update them. I kept it closer to the 2014 version except I replaced the 11th level feature with something similar to 2024 11th level Monk features, but moved the old feature’s functionality to 17th and made it work for any kensei weapon they are holding. I did add the scaling to Kensei shot, but made it scale slower. I also gave out less weapon masteries and at 11th allow for any weapon to be a kensei weapon.
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. You learn one Weapon Master Property associated with one of your Kensei weapons. You may switch this property when you complete a long rest, but it must be to a weapon mastery property for one of your kensei weapons.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. This damage increases to 2d4 at 11th and 3d4 at 17th. You retain this benefit until the end of the current turn.
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 focus into your kensei weapons, granting you the following benefits.
Focused Kensei Weapons. Your attacks with your kensei weapons ignore resistance to bludgeoning, piercing, and slashing weapons.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 focus 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.
Kensei Weapon
When you reach 6th 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. You also learn an additional Weapon Mastery. It must be associated with one of your Kensei Weapons.
Flurry of Blades
At 11th level, when you use the Attack action to attack with a Kensei weapon on your turn, you can make one attack with the same Kensei weapon as a bonus action. You can expend 1 Focus Point to make two attacks on this bonus action with same Kensei weapon instead.
Kensei Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, no longer following the criteria. You may choose any simple weapon or martial weapon.
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. Additionally as a bonus action, you can expend up to 3 focus points to grant any kensei weapon you are holding a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Kensei Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you. You also learn an additional Weapon Mastery. It must be associated with one of your Kensei Weapons.
Necromancer
Necromancy Savant
.Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Undead Servant
At 3rd level, you learn the Find Familiar spell if you don’t already have it. If you already know the Find Familiar spell you may choose another spell of the same level to learn. When you cast the Find Familiar spell, you choose one of the normal forms for your familiar or one of the following special forms: Crawling Claw, Skeleton, or Zombie. You may give any form you choose the undead creature type. If your familiar is undead you may use it to deliver your necromancy spells even if their range is not touch. When you cast a Necromancy your familiar can be the point of origin. You calculate the range of the spell as if your familiar cast it. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the Necromancy spell when you cast the spell.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. If it is already there choose another spell of the same level or lower to add to your spellbook. When you cast animate dead, you can target the a corpse or pile of bones of any small or medium creature except constructs, and you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. Additionally when you prepare a spell of 1st level or higher that deals damage you may prepare the spell as a school of Necromancy version and change the damage type to necrotic.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. You add Charm Person and Dominate Person to your spellbook if you don’t already have them. If you have the spell in your book you add another spell of the same level or lower. When you cast any Wizard enchantment spell you may target undead creatures with it even if undead are not a target for the spell. If you cast a Wizard enchantment spell with a spell slot of 6th level or higher and only target one creature the spell ignores any condition immunities of an undead target. You may cast Charm Person on an undead target even if you don’t have it prepared as long as you are holding your spellbook.
While I like the broad direction here, without all the other Chain perks that Warlocks get, a Skeleton familiar is going to be pretty useless. It can't attack, it's fragile, you can't see through its senses to target your spells more safely etc. I would aim towards getting them the Summon Undead spell as a concentration-free pet instead, similar to Draconic Sorcerer or Great Old One Warlock.