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
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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
Sorry for taking a while to reply:
As I mentioned before I redid this subclass recently, haven't imported it into dndbeyond because I haven't gotten that much feedback on it but if you want to take a look feel free to. https://homebrewery.naturalcrit.com/share/n8t1hdLIz
I really love this subclass! It's very interesting, and I love all the movement and variety of abilities. I will definitely be trying this out for my next game.
Feedback so far:
Hmm, I never really considered this...I would say yes if it is applied by different people not if the same person tries to use it multiple times on the same person. As always, of course, this is also up to the discretion of the DM.
Does Lingering Strike Bleed Stack?
Nice
One of the few well-balanced homebrew subclasses I've seen. Very well done. I'm snagging this for one of my players who wanted to play a more Ronin-style character than the official Fighter subclass offered.
This looks like a very cool archetype that I will have to play with at some point. However I would say that the Kenjutsu Sever the Soul should allow your to decide to spend the ki points after you hit. My reasoning for this is that it is very similar the the paladins divine smite or the warlocks sort of smite with one of its invocations. I don't think it would break the class and it would avoid the pain of wasting ki points.
This is great content. Awesome work, been looking for a subclass for an NPC build, basically a goliath trained by a wandering swordsman - a quest giver and companion for my PCs. A bit OP, but so are the monsters. :D
Thanks for the quick reply! Yea, my DM ok'd it for the character I'm going to be bringing into the group. He'll be lvl 4 so we'll see how it works form there. I remember looking at the feature adding stuff and don't remember the exacts of it. But I think it is basically adding a feature to make a weapon a kensei weapon. Someone else might be able to provide better info on that though. And though 4e got a lot of hate, I thought it was a lot of fun. Best designed miniature combat game I've seen. lol Also, good to know on Lingering.
Before finding this I was looking over a number of different weapon based monk archetypes and seeing if anything changed/replace Agile parry to feel more like a weapon master. So happy I found this one!
Thanks for commenting, let me go ahead and answer your questions in a list form:
Glad im not the only one who feels that it is weird kensei doesn't really want to use their weapon as much, that is one of the biggest reasons I felt I HAD to make this subclass cause of how odd kensei was designed. I will get to those changes once college stops bearing down on me, thanks for the feedback! lemme know how it goes if you run a game with this!
Really like this subclass. I just tried applying it to my Monk and it looks like it doesn't properly make the longsword a "Samurai" weapon - or kensie/monk weapon. Also, with Flying Blade, I could be mistaken but I think you mean that the attack doesn't have disadvantage. Due to ranged attacks don't provoke attacks of opportunity in melee just disadvantage. For Lingering Strike do they get to make the save before the damage or after? Thanks! Again, awesome subclass and glad to see a 'kensei' that actually wants to use his weapon instead of avoiding using it. lol
I'm curious to test this out at different tiers to see how it plays, especially with feats and multiclassing to factor in! Though at a cursory glance I would say this looks to be quite well balanced and feels most like a Battle Master meets Way of the Open Hand in terms of progression. Well done!
To answer some questions you may be wondering about: