Monk
Base Class: Monk

A Samurai is 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 best when armed with a blade of any kind and even when unarmed they still have their monk training to fall back on.

 

Version 4: This is THE definitive version of this subclass, from here on out any changes made will simply be to address balance issues and grammar/formatting errors Hope you like it folks!

Version 3: This is still a viable pick if you wanted a simple version of this subclass without the kenjutsu techniques.

 

 

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.
  • When you decide to hold an attack and it comes around to your turn without the attack triggering, you can move 1/4th of your movement speed and unleash the attack on the target if it is in range, you lose any extra attacks you would normally be able to use when you do this. You can then take your turn as normal.
  • Flurry of Steel: Whenever you use Flurry of Blows or your Martial Arts feature for a Bonus Action Attack on your turn, you 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.

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 and 17th. 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 above 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.

Cutting Wind

When using Step of Wind you can spend 1 additional ki point to make a single weapon attack on a creature within range when you finish your movement.

Deceiving Reach

As a bonus action you can spend 1 ki to lengthen the reach of your blade with the invisible force of your ki, your weapon gains the Reach property for 1 minute. If you spend 2 ki, then during the time your weapon has this extended reach you can use a reaction to use an attack of opportunity on anyone who enters your range. And during these attacks of opportunity you can also choose to spend 1 ki after hitting to cause the enemy's movement to be reduced to 0 and they stop moving.

Flowing Cut

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 DEX modifier to the attack roll. This can only be done once per turn

Flying Blade

Your Flurry of Steel can now be used at a range of 20/60 ft. Using it this way doesn't provoke opportunity attacks if you are engaged in melee with another creature, however, only one of the attacks granted by flurry of steel can be used this way.

Lingering Strike

When you strike out at an enemy who manages dodge or block the strike you know how to turn a miss into a smaller cut that, while not particularly harmful initially, will bleed the enemy dry if they are not careful.When you use Flurry of Steel and at least one of the attacks miss you can confer a bleeding effect on the target which does damage equal to your DEX modifier on the enemy's turn. The creature can then make a CON save versus your ki DC to end the effect.

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

When you use Flurry of Steel you can spend an additional 3 ki to grant yourself advantage on those attacks and add an additional Martial Arts die to the damage of each attack.

Sever the Soul

Before you make an attack, spend up to 2 ki points. If the attack hits you can add a Martial Arts die to the damage roll for each ki spent. You can only do this once a turn. This kenjutsu cannot be used with Flurry of Steel.

Sharpen Your Soul

You can spend 2 ki to grant yourself resistance to all piercing, slashing and bludgeoning damage until the end of your next turn as a bonus action. If you spend 3 ki it grants resistance to all damage except necrotic and radiant for the same period.

Third Eye

When an enemy makes a melee attack at you and hits, use your reaction to spend 2 ki to make an attack roll, if yours is higher you disarm the opponent and don't take damage. If yours is lower you roll ONLY your weapon dice (no modifiers) and reduce damage by that amount.

If you spend 3 ki you can use this skill when an ally is hit with a melee attack. You move up to 1/2th of your movement and enter your allies space, moving them back 5 feet then you use this skill as stated.

Tread the Blade

(Only usable at the beginning of a battle) Even during a surprise attack, your instincts lead you to strike first against your enemies. Before initiative is rolled, even during a surprise round, you can spend 1 ki to move half of your movement and make a single attack against an enemy. If you spend 2 ki you can double your current initiative bonus when you roll for initiative this battle. Doing this counts as your reaction for your first 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 now add your wisdom modifier to all damage rolls.

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 you can use an action and align your mind, body and blade to initiate the Perfect Cut. You spend 5 ki points and slice the enemy with such speed that it takes a moment for the damage to register. On their turn they will make a Con save, if they fail, they take 10d10 slashing damage, if they succeed, they take half as much. This damage is triggered prematurely if you or anyone else hits them with an attack before their turn.

The damage from this attack will also bypass any immunities, resistances or damage nullifying/reducing reactions the creature, or any equipment the creature is wearing, has.

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 2):

  • Quickdraw defense

  • Cutting wind

  • Flying Blade

  • Lingering Strike

6th level kenjutsu (pick 2)

  • Tread the Blade

  • Deceiving Reach

  • Flowing Cut

  • Third Eye

11th level kenjutsu (pick 1)

  • Riddle of Steel

  • Sever the Soul

  • Sharpen Your Soul

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