Base Class: Monk
The Kensai Order is a very ancient tradition whose monks seek to achieve spiritual balance and communion with the cosmos through weapon practice, in a form of meditation in movement. Kensai train relentlessly, to the point that their weapons become like an extension of their own bodies and flow with the magic of the multiverse. Whatever the weapon a Kensai practices with, it is employed as a tool that expresses the beauty and precision of the martial arts as a perfect reflection of the eternal cycles of existence. That such mastery makes a Kensai a peerless warrior is but a side effect of their intense devotion, practice, and study.
Kensai Weapons
At the 3rd level, you choose two weapons, simple or martial, that lack the “heavy” property, being one melee and one ranged weapon. The glaive and the long bow are also valid choices. Kensai Weapons are considered monk weapons to all purposes, and you can choose traditional monk weapons to be your Kensai Weapons. When you make an attack with a Kensai Weapon, you can choose to apply the weapon’s Mastery property. You can make this choice at any stage of the attack, as long as it’s before the Mastery property actually takes effect. Besides, whenever you take a long rest you can replace one of your Kensai Weapons with another eligible weapon type. However, melee weapons can only be replaced by other melee weapons, and ranged weapons by other ranged weapons.
Empowered Weapons
Beginning at the 6th level, when you hit a creature with a Kensai Weapon, you can choose to deal Force damage instead of its normal damage type. In addition, as a consequence of the increase in your fighting ability increases, you learn two maneuvers to use with your Kensai Weapons. You learn one additional maneuver at levels 10, 14 and 18. Besides, every time you learn a new maneuver, you can also trade one maneuver you know with a different one from the list.
Agile Parry
You can expend one focus point on your turn to use your weapon to defend yourself against melee attacks. Roll your Martial Arts Die, rerolling any 1, and add the result to your AC until the start of your next turn.
Aiming
You can expend one focus point to aim, choosing one creature within range as your target. You have Advantage on your next ranged attack against that target this turn. If that attack hits, add one Martial Arts Die roll to the attack’s damage roll.
Charging Assault
If you take the Dash action, move at least 5 feet in a straight line towards an enemy, and hit a target with a melee attack with your weapon, you can expend one focus point and add one Martial Arts Die roll to the attack’s damage roll.
Disarm
When you hit a creature with an attack roll, you can expend one focus point to attempt to disarm the target. Add one Martial Arts Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding in its space.
Distraction Fling
When you hit a creature with a ranged attack, you can expend one focus point to distract the target. Add one Martial Arts Die roll to the attack’s damage roll. The next attack against the target by an attacker other than you has Advantage if it is made before your next turn.
Fast Fire
When you hit a creature with a ranged weapon, you can expend one focus point and one piece of ammunition to try to hit another target within 5 feet of the line of fire of the original hit for every 20 feet of distance from you, as part of the same motion. If the original attack roll would hit the second creature after taking into consideration range, distance and cover, it suffers damage equal to one roll of your Martial Arts Die, of the same type dealt by the original shot.
Feinting
You can expend one focus point to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next melee attack roll against that target this turn. If that attack hits, add one Martial Arts Die roll to the attack’s damage roll.
Focused Shooting
By spending one focus point to concentrate on your target avoiding distractions, you nullify any Disadvantage for one ranged attack roll against it, and still benefit from eventual Advantages. If such attack hits, you add one Martial Arts Die roll to the attack’s damage roll.
Lethal Strike
When you hit a creature with an attack roll, you can expend one focus point to strike a vital spot of your opponent. You add two rolls of your Martial Arts Die to the attack’s damage roll. Creatures immune to critical hits are not affected by this maneuver.
Precise Attack
When you miss with an attack roll, you can expend one focus point, roll the Martial Arts Die, and add its result to the attack roll, potentially causing the attack to hit.
Pushing Blow
When you hit a creature with an attack roll using a melee weapon, you can expend one focus point to attempt to drive the target back. Add one Martial Arts Die roll to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Quick Draw
When you roll for initiative, you can expend one focus point and add one Martial Arts Die to the result.
Retaliate
When a creature misses you with a melee attack roll, you can take a Reaction and expend one focus point to make a melee attack roll with your weapon against the creature. If you hit, add one Martial Arts Die roll to the attack’s damage roll.
Sweeping Bash
When you hit a creature with a melee weapon, you can expend one focus point to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial Arts Die. The damage inflicted on the second creature is of the same type dealt by the original attack.
Taunting Attack
When you hit a creature with an attack roll, you can expend one focus point to attempt to taunt the target into attacking you. Add one Martial Arts Die roll to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Threatening Offense
When you hit a creature with an attack roll, you can expend one focus point to attempt to frighten the target. Add one Martial Arts Die roll to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Tripping Slap
When you hit a creature with an attack roll, you can expend one focus point and add one Martial Arts Die roll to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Winding Shot
You can expend one focus point to deliver a curving ranged attack, lessening a target’s cover by one degree. Note that, in some instances, Total Cover cannot be minimized by a Winding Shot. If that attack hits, add one Martial Arts Die roll to the attack’s damage roll.
Whirlwind Attack
At 11th level, you can replace the Unarmed Strikes you deal with your bonus action for Kensai Weapon attacks. You can use this feature in conjunction with the flurry of blows monk ability, and benefit from all the previous features regarding Kensai Weapon attacks.
Saintly Strikes
When you reach the 17th level, as a bonus action, you can expend 6 focus points to imbue one of your Kensai Weapons with supernatural strength. For one minute or until you use this feature again, you have one extra strike for the attack action with that weapon, you roll with Advantage on all of its attacks, and deal extra Force, Necrotic, or Radiant damage equal to your Martial Arts Die for every strike that hits. You define the extra damage type when you activate this feature, and it remains the same until you use this feature again. Since its first turn, and through all of its duration, you can spend extra focus points to activate the heightened "flurry of blows" feature or to fuel maneuvers, stacking all the powers for a devastating effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2025 7:11:52 PM
|
11
|
0
|
1.0
|
Coming Soon
|
|
|
9/3/2025 2:30:03 AM
|
136
|
10
|
1.1
|
Coming Soon
|
|
|
9/3/2025 12:00:03 PM
|
117
|
0
|
1.2
|
Coming Soon
|
|
|
10/5/2025 3:00:00 AM
|
147
|
2
|
1.3
|
Coming Soon
|
|
|
10/28/2025 2:00:20 AM
|
152
|
2
|
1.4
|
Coming Soon
|
|
|
10/29/2025 11:59:59 PM
|
157
|
0
|
1.5
|
Coming Soon
|
|
|
10/30/2025 10:00:00 PM
|
157
|
0
|
2.0
|
Coming Soon
|
|
|
11/11/2025 11:11:25 PM
|
174
|
0
|
3.0
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Nov 12, 2025The first versions of this subclass mostly fixed format problems and typos, revising the text from some maneuvers and features to make them clearer. One of the previous versions revised the "agile parry" in the 6th level feature "Empowered Weapons", and also renamed the "curving shot" to "winding shot" to avoid confusion with the Arcane Archer ability. The "fast fire" maneuver was clarified, with mention to the expenditure of ammo in the second shot. In the last versions, and after comparing the subclass with other monk and fighter abilities, I decided to remove the cost of forgoing one attack from some maneuvers, since you are already expending a focus point (namely "agile parry", "aiming" and "feinting"). I also clarified that, when you use the "focused shooting" maneuver to nullify firing disadvantages, you can benefit from eventual advantages. Some grammar errors were corrected in the last version.
Besides, down here I mention which maneuvers can be used with melee weapons, with ranged ones, or both. As a general rule, its descriptions mention the kind of attack in which they apply, and if none is mentioned, it means it works with both:
MELEE: Charging Assault, Feinting, Pushing Blow, Retaliate, Sweeping Bash
RANGED: Aiming, Distraction Fling, Fast Fire, Focused Shooting, Winding Shot
BOTH: Agile Parry, Disarm, Lethal Strike, Precise Attack, Quick Draw, Taunting Attack, Threatening Offense, Tripping Slap