Base Class: Monk
Monk who go through this path attempted to train with their weapons, some of which are their favorite or felt a need to compensate certain roles. Training with these weapons day and night until their weapons become a new extension, a new part of their body. Sometimes those on this path takes blades but recognizing the potential of other weaponry, they take in more into their personalized arsenal.
Kensei Duelists also go through the path of noble traditions, taking the weapon as an extension just the same as their studies; sometimes with brushes, sometimes with pens and they would do it to express their styles with both weapon and skill as beauty and precision of their fighting style and the exquisite abilities of martial arts. That such mastery makes these such monks a peerless warrior is but a side effect of intense devotion, practice, and study.
The Kensei Duelist subclass is a revised version of Kensei but more properly to handle weapons, masteries and other types of styles.
Beauty in Skill
3rd-Level Way of the Kensei Duelist feature
This is the beginning of your hard working talents becoming your newest arsenal. Something that helps you become quite noble, something that tickled your fancy or felt like a hobby that became the newest fashion statement. You gain the following benefits:
- You have proficiency in martial weapons.
- You gain proficiency with one tool of your choice.
- Any checks that requires the use of Charisma, you can add your Wisdom modifier on top of it.
Beauty in Kensei Weapons
3rd-Level Way of the Kensei Duelist feature
The belief of a weapon being an extension of one's self is true, and how a weapon can hold many talents and capabilities of any person is also true. This is proof of your hardwork and the weapon's style to match yours, specialized weapons of this path: Kensei Weapons. You have an amount of Kensei Weapons equal to your proficiency bonus in the Monk class you have. The Kensei Weapons you select would gain various abilities through this subclass, starting off with these abilities:
- Your Kensei Weapon(s) can use Wisdom in place of Strength or Dexterity for attack rolls and damage rolls.
- Your Kensei Weapon(s) can be used to attack with Flurry of Blows in place of unarmed strikes.
- Your Kensei Weapon(s) that have the ammunition property, as long as you have 1 ki point, you are able to conjure ammunition for the weapon utilizing your ki. But you would be unable to use.
However, there is a current limitation at this level. Until you are 6th level in this subclass, you are unable to select weapons that have the Heavy and/or Special properties. With the only exception being Longbows and Heavy Crossbows. You can also select Unarmed Strikes for this.
Arbalest
You selected the arbalest as one of your Kensei Weapons.
Assault Rifle
You selected the assault rifle as one of your Kensei Weapons.
Battle Lute
You selected the battle lute as one of your Kensei Weapons.
Battleaxe
You selected the battleaxe as one of your Kensei Weapons.
Bellow Flute
You selected the bellow flute as one of your Kensei Weapons.
Blowgun
You selected the blowgun as one of your Kensei Weapons.
Blunderbuss
You selected the blunderbuss as one of your Kensei Weapons.
Boarding Axe
You selected the boarding axe as one of your Kensei Weapons.
Boat Oar
You selected the boat oar as one of your Kensei Weapons.
Boomerang
You selected the boomerang as one of your Kensei Weapons.
Brass Knuckles
You selected the brass knuckles as one of your Kensei Weapons.
Brutal Fighting Chain
You selected the brutal fighting chain as one of your Kensei Weapons.
Butterfly Staff
You selected the butterfly staff as one of your Kensei Weapons.
Candlemaker's Club
You selected the candlemaker's club as one of your Kensei Weapons.
Cannon
You selected the cannon as one of your Kensei Weapons.
Chakram
You selected the chakram as one of your Kensei Weapons.
Claw
You selected the claw as one of your Kensei Weapons.
Claymore
You selected the claymore as one of your Kensei Weapons.
Club
You selected the club as one of your Kensei Weapons.
Dagger
You selected the dagger as one of your Kensei Weapons.
Dandelion Spear
You selected the dandelion spear as one of your Kensei Weapons.
Dart
You selected the dart as one of your Kensei Weapons.
Double-Barrel Shotgun
You selected the double-barrel shotgun as one of your Kensei Weapons.
Double-Bladed Scimitar
You selected the double-bladed scimitar as one of your Kensei Weapons.
Dragon Pistol
You selected the dragon pistol as one of your Kensei Weapons.
Dragon Rifle
You selected the dragon rifle as one of your Kensei Weapons.
Drive Shaft
You selected the drive shaft as one of your Kensei Weapons.
Fan
You selected the fan as one of your Kensei Weapons.
Field Spear
You selected the field spear as one of your Kensei Weapons.
Fighting Chain
You selected the fighting chain as one of your Kensei Weapons.
Flail
You selected the flail as one of your Kensei Weapons.
Flame Bellows
You selected the flame bellows as one of your Kensei Weapons.
Flare Gun
You selected the flare gun as one of your Kensei Weapons.
Frying Pan
You selected the frying pan as one of your Kensei Weapons.
Gatling Gun
You selected the gatling as one of your Kensei Weapons.
Glaive
You selected the glaive as one of your Kensei Weapons.
Greataxe
You selected the greataxe as one of your Kensei Weapons.
Greatclub
You selected the greatclub as one of your Kensei Weapons.
Greatsword
You selected the greatsword as one of your Kensei Weapons.
Halberd
You selected the halberd as one of your Kensei Weapons.
Hand Blunderbuss
You selected the hand blunderbuss as one of your Kensei Weapons.
Hand Crossbow
You selected the hand crossbow as one of your Kensei Weapons.
Hand Tommybow
You selected the hand tommybow as one of your Kensei Weapons.
Handaxe
You selected the handaxe as one of your Kensei Weapons.
Handgun
You selected the handgun as one of your Kensei Weapons.
Heavy Crossbow
You selected the heavy crossbow as one of your Kensei Weapons.
Heavy Tommybow
You selected the heavy tommybow as one of your Kensei Weapons.
Hook Fighting Chain
You selected the hook fighting chain as one of your Kensei Weapons.
Hooked Shortspear
You selected the hooked shortspear as one of your Kensei Weapons.
Hoopak
You selected the hoopak as one of your Kensei Weapons.
Hunting Rifle
You selected the hunting rifle as one of your Kensei Weapons.
Iron Ball
You selected the iron ball as one of your Kensei Weapons.
Iron Tea Kettle
You selected the iron tea kettle as one of your Kensei Weapons.
Javelin
You selected the javelin as one of your Kensei Weapons.
Lance
You selected the lance as one of your Kensei Weapons.
Light Crossbow
You selected the light crossbow as one of your Kensei Weapons.
Light Hammer
You selected the light hammer as one of your Kensei Weapons.
Light Repeating Crossbow
You selected the light repeating crossbow as one of your Kensei Weapons.
Light Tommybow
You selected the light tommybow as one of your Kensei Weapons.
Lom Lom Dagger
You selected the lom lom dagger as one of your Kensei Weapons.
Longbow
You selected the longbow as one of your Kensei Weapons.
Longsword
You selected the longsword as one of your Kensei Weapons.
Mace
You selected the mce as one of your Kensei Weapons.
Magnum
You selected the magnum as one of your Kensei Weapons.
Maul
You selected the maul as one of your Kensei Weapons.
Morningstar
You selected the morningstar as one of your Kensei Weapons.
Musket
You selected the musket as one of your Kensei Weapons.
Nakudama Bubble Rod
You selected the nakudama bubble rod as one of your Kensei Weapons.
Net
You selected the net as one of your Kensei Weapons.
Nunchaku
You selected the nunchaku as one of your Kensei Weapons.
Oversized Longbow
You selected the oversized longbow as one of your Kensei Weapons.
Parlor Gun
You selected the parlor gun as one of your Kensei Weapons.
Pike
You selected the pike as one of your Kensei Weapons.
Pistol
You selected the pistol as one of your Kensei Weapons.
Pump Shotgun
You selected the pump shotgun as one of your Kensei Weapons.
Quarterstaff
You selected the quarterstaff as one of your Kensei Weapons.
Rapier
You selected the rapier as one of your Kensei Weapons.
Returning Club
You selected the returning club as one of your Kensei Weapons.
Revolver
You selected the revolver as one of your Kensei Weapons.
Rifle
You selected the rifle as one of your Kensei Weapons.
Scimitar
You selected the scimitar as one of your Kensei Weapons.
Secret Stone Sword
You selected the secret stone sword as one of your Kensei Weapons.
Shepherd Crook
You selected the shepherd crook as one of your Kensei Weapons.
Shortbow
You selected the shortbow as one of your Kensei Weapons.
Shortsword
You selected the shortsword as one of your Kensei Weapons.
Shovel
You selected the shovel as one of your Kensei Weapons.
Sickle
You selected the sickle as one of your Kensei Weapons.
Sickle Fighting Chain
You selected the sickle fighting chain as one of your Kensei Weapons.
Sling
You selected the sling as one of your Kensei Weapons.
Slingshot
You selected the slingshot as one of your Kensei Weapons.
Sniper Rifle
You selected the sniper rifle as one of your Kensei Weapons.
Spear
You selected the spear as one of your Kensei Weapons.
Submachine Gun
You selected the submachine gun as one of your Kensei Weapons.
Tapper Sack
You selected the tapper sack as one of your Kensei Weapons.
Tetherhooks
You selected the tetherhooks as one of your Kensei Weapons.
Trident
You selected the trident as one of your Kensei Weapons.
Twinblades
You selected the twinblades as one of your Kensei Weapons.
Twinshot Long Crossbow
You selected the twinhot long crossbow as one of your Kensei Weapons.
Umbrella
You selected the umbrella as one of your Kensei Weapons.
Unarmed Strike
You selected the unarmed strike as one of your Kensei Weapons.
Vaulter's Axe
You selected the vaulter's axe as one of your Kensei Weapons.
Vertebrae Sword
You selected the vertebrae as one of your Kensei Weapons.
War Pick
You selected the war pick as one of your Kensei Weapons.
Warhammer
You selected the warhammer as one of your Kensei Weapons.
Whip
You selected the whip as one of your Kensei Weapons.
Wooden Staff
You selected the wooden staff as one of your Kensei Weapons.
Yklwa
You selected the yklwa as one of your Kensei Weapons.
Kensei Techniques
6th-Level Way of the Kensei Duelist feature
Perfection is far but it shouldn't be the last goal; otherwise, there is nothing left to improve on. You learned that when found a few techniques that could amplify your weapons. Reaching 6th level of this subclass, you obtain the following benefits:
Dedictated Kensei Weapons. Any weapon affected by your Dedicated Weapon feature also becomes a Kensei Weapon for you. You can even affect a weapon with the Heavy and/or Special Properties with your Dedicated Weapon feature.
Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Kensei's Sharpen Arsenal. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch 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 can affect magic weapons if the weapon has a lower bonus than the amount granted.
Kensei's Shot. You can use a bonus action and a number of ki points on your turn to make your attacks with a kensei weapon more deadly. When you do so, any target you hit with any attack using a kensei weapon takes an extra d4s damage of the weapon's type equal to an amount of ki points sacrificed (up to 3). You retain this benefit until the end of the current turn.
Weaponry Talent. You gain a special property with your Kensei Weapons.
Almighty Slash (Greatsword)
Prerequisite: Greatsword as a Kensei Weapon
You add your proficiency bonus to damage rolls utilizing the Greatsword. If the target is less than half of its hit point maximum, the extra bonus damage is your proficiency bonus plus your Martial Arts Die.
Always Deflecting (Umbrella)
Prerequisite: Umbrella as a Kensei Weapon
When you use Dodge, Deflect Missiles is consider free and requires no action to return the attacks back. You add your Umbrella's damage to the Deflect Missiles ability. When a melee attack misses you while you Dodge, the target takes damage equal to your proficiency bonus.
Around the World (Hoopak)
Prerequisite: Hoopak as a Kensei Weapon
The Hoopak gains the reach property and the range increases by 40 in the normal range and 90 in the maximum range.
In addition, as an action, you can make a AC 15 ranged attack at the ground (The AC can change up to the DM's discretion.). Upon hit, within a 15 foot radius of the spot you attack would be heavily splattered with mud and turning the terrain to difficult terrain that reduces those who walk through the terrain, start in it or end in it have their movement speed reduced by half. The mud lasts for one minute or using water to clear it up.
Back in the Kitchen (Lom Lom Dagger)
Prerequisite: Lom Lom Dagger as a Kensei Weapon
The Lom Lom Dagger can be used in place for Cook's Utensils and you have +2 to checks involving cooking while utilizing the Lom Lom Dagger.
Plus you can sacrifice two ki points in order to cast Create and Destroy Food.
Barrel Roll (Double-Barrel Shotgun)
Prerequisite: Double-Barrel Shotgun as a Kensei Weapon
The Double-Barrel Shotgun gains an additional amount to the reload property equal to your proficiency bonus.
As an action, you can unleash all of your ammunition in your Double-Barrel Shotgun to make a singular shot at one target; if you hit, you deal the usual damage but have an additional 1d6 damage for each ammunition spent after the first. After using this ability, this ability needs to recharge on a 6 from a roll of a 1d6; if you roll a 1 on the recharge, the Double-Barrel Shotgun is jammed until the start of your next turn.
Big Buster (Blunderbuss)
Prerequisite: Blunderbuss as a Kensei Weapon
The Blunderbuss when fired within range equal to five your proficiency bonus deals an additional 1d8 damage.
In addition, as an action, you can sacrifice three ki points and fire off in a 40 foot cone with the Blunderbuss. Those in that cone must make a Dexterity Saving Throw against your Ki DC. Upon failure, they take 3d12 plus the sum of your modifier and your proficiency bonus in the same damage type of the weapon and be knocked 15 feet away from you. Upon success, they only take half damage.
Big Climber (Boarding Axe)
Prerequisite: Boarding Axe as a Kensei Weapon
The Boarding Axe deals double damage onto objects along with while utilizing the Boarding Axe for climbing, you gain a climbing speed equal to your movement speed and you have a +2 bonus to checks involving climbing.
Blade Dance (Glaive)
Prerequisite: Glaive as a Kensei Weapon
The Glaive deals 1d12 damage instead of 1d10.
As an action, you can sacrifice 5 ki points to attack every target of your choosing that is within a 15 foot radius sphere with the Glaive. But you use your Acrobatics or Performance to attack with the weapon instead and if you miss (Natural 1s count as a miss), you take damage equal to your proficiency bonus and your attacks end there.
Bladed Extensions (Double-Bladed Scimitar)
Prerequisite: Double-Bladed Scimitar as a Kensei Weapon
The Double-Bladed Scimitar gains the reach and finesse properties. In addition, when a creature comes in range with this weapon, you have are able to make an attack of opportunity on them.
Blasting Off! (Cannon)
Prerequisite: Cannon as a Kensei Weapon
When you use Step of the Wind, you end up launching yourself off instead with a mix between a High and Long Jump. You use your attack roll with the cannon instead for the jump and when you succeed, you apply the damage of the cannon to your result for the jump. The jump takes 10 feet of your movement but you must follow the rules of Jumping regardless.
Bloodied Ravager (Maul)
Prerequisite: Maul as a Kensei Weapon
You can switch damage types of the Maul with bludgeoning, piercing or slashing.
In addition, if the target is less than half of their hit point maximum, they must make a Constitution Saving Throw against your Ki DC. Upon failure, until the start of your next turn, the target takes an additional 1d4 damage for each hit. This effect stacks an amount of times equal to half of your proficiency bonus.
Blowback (Warhammer)
Prerequisite: Warhammer as a Kensei Weapon
The Warhammer can be used in place for Shove and when used to Shove, it have a +2 bonus along with that the target gets sent back an additional amount of feet equal to five times your proficiency bonus.
In addition, when you attack a prone target with the Warhammer, it have its speed reduced to 0 feet until the end of their next turn and when they try to get up from prone condition within two rounds, they take an additional 2d4 damage.
Brutally Pierced (Arbalest)
Prerequisite: Arbalest as a Kensei Weapon
With the Arbalest, you can apply your proficiency bonus to your damage rolls. As a bonus action, you can sacrifice 2 ki points to take a -3 penalty but double your modifier for damage rolls for your current turn.
As an action, you can sacrifice 5 ki points to make an attack on a straight line up to the maximum range of your Arbalest. You make an attack roll on all of those in that 5 ft. wide line.
Bubble Boil (Nakudama Bubble Rod)
Prerequisite: Nakudama Bubble Rod as a Kensei Weapon
As a bonus action, you can expend a number of ki points up to your proficiency bonus. Doing so would have a number of bubbles would surround you in melee equal to the number of ki points expended. With these bubbles, when a creature hit you with a melee attack, a bubble bursts and deals 1d6 cold damage. However, as a reaction to when a creature moves and gets 5 feet of you to burst and expend up to all of your bubbles for that creature and any other creatures of your choice within 5 feet of you to take 1d6 cold or thunder damage for each bubble that burst.
Concealer's Assault (Dagger)
Prerequisite: Dagger as a Kensei Weapon
As a bonus action, you can make a Deception or Stealth check with your dagger to conceal it against the target's Perception check. If you succeed, you add a 1d4 bonus to attack rolls with that weapon against the target you are hiding the weapon against; this lasts until the start of your next turn.
Crescent Strike (Sickle)
Prerequisite: Sickle as a Kensei Weapon
The Sickle gains the silvered and thrown (40/100) properties. When the Sickle is thrown, it returns to your hand upon hit or miss regardless and deals an additional +2 damage when thrown.
In addition, if the Sickle hits a shapechanger, creature of vampirism or therianthrope (or werecreature), the creature must make a Wisdom Saving Throw against your Ki DC or take 2d8 damage and change into their true form if they haven't already.
Cross Pin (Hand Crossbow)
Prerequisite: Hand Crossbow as a Kensei Weapon
The Hand Crossbow is able to use Arrows and Bullets as ammunition.
If the Hand Crossbow has an Arrow as ammunition and hits a target, the target must make a Dexterity Saving Throw against your Ki DC or be knocked away 30 feet from you and have an arrow embedded into them. If they fail the saving throw by 5 or more, they are knocked prone, have their speed 0 until they remove the arrow and would take 1d4 piercing (or magical piercing if the Hand Crossbow or Arrow is magical) at the start of their turns while the Arrow is embedded in them. The embedded target or any person that wants to remove the arrow is able to remove the arrow using a reaction on their respective turns.
Crossing Fields (Field Spear)
Prerequisite: Field Spear as a Kensei Weapon
The Field Spear gains the reach property, the thrown property is extended to 40/120 ft. and you can swap the blade of the Field Spear as an action with any Dagger or Shortsword to be the Field Spear's tip. Plus while wielding the Field Spear in your hands, you gain a +2 bonus to Survival checks.
Curved Cousins (Scimitar)
Prerequisite: Scimitar as a Kensei Weapon
You can sacrifice one ki point for the Scimitar to turn into a Double-Bladed Scimitar. The transformation lasts for one minute. While transformed this way and when the weapon hits, the target have their speed reduced and is knocked by 5 feet.
Double Decker (Brass Knuckles)
Prerequisite: Brass Knuckles is a Kensei Weapon
While wearing these Brass Knuckles, they are considered to be Unarmed Strikes for various abilities, class features and extra.
While wearing the Brass Knuckles, they function differently and can allow you to wield weapons in one or both hands even while having them on. If you have one hand free, you are able to deal the usual damage with the Brass Knuckles but if you have both hands free from any weapon other than the Brass Knuckles, the damage die increases by one increment.
Double It (Twinshot Long Crossbow)
Prerequisite: Twinshot Long Crossbow as a Kensei Weapon
When doing Flurry of Blows with this weapon, you are able to fire off an additional set of shots equal to your proficiency bonus but each shot has a -3 penalty to attack rolls and can only hit one target. For each hit after the first two, you add a +2 for each consecutive shot (Up to a +6 bonus.).
Double Throw (Javelin)
Prerequisite: Javelin as a Kensei Weapon
The Javelin is able to return to hand upon a miss and you can conjure a second one in your hands as long as you still have ki points. You throw the second one in tangent with the regular one but the second has a -3 penalty to hit.
As a bonus action, you can expend 2 ki points to extend the range of the Javelin of both normal and maximum range by 80 along with the Javelin able to return to your hands regardless if it hits or not for one minute or until you are incapacitated. If the Javelin hit while having that ability on, the target must make a Strength Saving Throw against your Ki DC or have their speed reduced by 10 until the end of their next turn.
Dragon Ki Bullet (Dragon Pistol)
Prerequisite: Dragon Pistol as a Kensei Weapon
You can replace the damage type of the Dragon Pistol from Piercing to Acid, Cold, Fire, Lightning, Poison or Thunder.
In addition, as an action, you can sacrifice 2 ki points to fire a shot in a straight line to a target specifically within maximum range of the weapon. Those within 10 feet of the line must make a Dexterity Saving Throw against your Ki DC. Upon failure, they take three rolls of your Martial Arts Die. If the target is hit with your Dragon Pistol, the target takes three rolls of your Martial Arts Die on top of the usual damage. If it misses, it deals damage equal to your proficiency bonus. The damage is any of the choices you can select.
Dragon's Bullet Roar (Dragon Rifle)
Prerequisite: Dragon Rifle as a Kensei Weapon
You can replace the damage type of the Dragon Rifle from Piercing to Acid, Cold, Fire, Lightning, Poison or Thunder.
In addition, as an action, you can sacrifice 2 ki points to fire a shot that unleashes a 80 ft. cone. Those within cone must make a Constitution Saving Throw against your Ki DC. Upon failure, they take the usual damage of your Dragon Rifle plus an additional amount of damage equal the sum of your Martial Arts Die and proficiency bonus. The damage is any of the choices you can select.
Drill Spiral (Spear)
Prerequisite: Spear as a Kensei Weapon
You can use your Arobatics for Jump checks and you add your Monk level to the amount of feet you could Jump as a result for both High and Long Jumps.
As a reaction while you are falling or when you Jump, you can utilize the Spear to make an attack onto one target within range when you dive down. When you land down, you make one attack roll onto the target, dealing the Spear's usual damage upon hit along with the target taking up to 3d6 of fall damage you would've taken while you take none. If you miss, you only take half of the fall damage you would've taken.
Dug Deep (Claw)
Prerequisite: Claw as a Kensei Weapon
Once per turn, when you attack with the Claw, you can optionally force the target to make a Athletics or Acrobatics check against a attack roll with your Claw. If you succeed, you have your Claw stuck into the target but unable to attack any other target with those Claw unless you draw the weapon out using a reaction.
While the Claw is stuck in the target, the target takes 1d6 damage of the weapon's damage type at the start of their turns.
If the target, another person or yourself remove the Claw from their body, requiring a reaction to do so, it would deal double your Martial die in damage.
Dukes Up (Unarmed Strike)
Prerequisite: Unarmed Strike as a Kensei Weapon
You are able to switch damage types between bludgeoning, piercing and slashing damage.
In addition, you are able attack using unarmed strikes with Flurry of Blows at no cost of ki points. (Still requires a bonus action however.)
Earth Cleaver (Claymore)
Prerequisite: Claymore as a Kensei Weapon
Sacrificing 3 ki points, you can use the Claymore to slam down and cast Earth Tremor. If do so, your Spell DC is your Ki DC, the range is extended to 15 feet instead of 10 and upon failure, they take an additional amount of damage equal to the usual damage from your Claymore.
Ever Precise (Heavy Crossbow)
Prerequisite: Heavy Crossbow as a Kensei Weapon
Your Heavy Crossbow's range is extended by an amount equal to ten times your proficiency bonus for normal range and twenty times your proficiency bonus in maximum range.
In addition, if you manage to attack targets outside of your normal range, you deal an additional amount of damage equal to your proficiency bonus.
Ever Precise (Longbow)
Prerequisite: Longbow as a Kensei Weapon
Your Longbow's range is extended by an amount equal to ten times your proficiency bonus for normal range and twenty times your proficiency bonus in maximum range.
In addition, if you manage to attack targets outside of your normal range, you deal an additional amount of damage equal to your proficiency bonus.
Ever So Light (Pistol)
Prerequisite: Pistol as a Kensei Weapon
The Pistol gains the Light property for you and can have an additional amount of ammunition into it equal to your modifier you utilize with this weapon.
Execution Style (Handgun)
Prerequisite: Handgun as a Kensei Weapon
The Handgun does not have disadvantage on attacking targets that are prone. If you use the Handgun while the creature is in the prone condition while in melee and hit, you deal an additional 2d4 damage and the target have their speed reduced by half until the end of their next turn.
Explosive Flash (Flare Gun)
Prerequisite: Flare Gun as a Kensei Weapon
As a bonus action, you can empower your next shot with this weapon. If you manage to hit the target, those within a radius equal to five times your proficiency bonus including the target must make a Dexterity or Constitution Saving Throw against your Ki DC (Their choice.). Upon failure, they are blinded for an amount of turns equal to half of your proficiency bonus and take two Martial Die in fire, radiant or thunder damage. Upon success, they take one of your Martial Die only.
Eye On the Mark (Dart)
Prerequisite: Dart as a Kensei Weapon
Once per turn, you make an additional attack towards the same target as you conjure a ki construct of a dart to attack with it.
In addition, as a bonus action, you can sacrifice 1 ki point to make a number of darts equal to your Monk level plus your proficiency bonus. Those darts can deal piercing, psychic or force damage and they last until your long rest or 12 hours (whichever comes first).
Flame Circle (Flame Bellows)
Prerequisite: Flame Bellows as a Kensei Weapon
The Flame Bellows gain an additional amount to its magazine equal to five times your Monk Level and the range changes to ten times your proficiency bonus for the normal range and twenty times the sum of your proficiency bonus plus your Monk Level (I.E: Range (10 * Proficiency Bonus / 20 * (Proficiency Bonus + Monk Level)).
As an action, you can sacrifice 5 of your Magazine to make a 15 foot radius flame burst with your weapon. Those in the 15 foot radius must make a Dexterity Saving Throw against your Ki DC or take 4d6 plus your modifier in Fire damage upon failure. However, you can expend a bonus action and up to 5 ki points to enhance the damage, adding an additional 1d6 fire damage to the ability. However, if you do that, the ability needs to be recharge and requires a 6 from a 1d6 in order to be able to use the ability again.
Flower Power (Dandelion Spear)
Prerequisite: Dandelion Spear is a Kensei Weapon
When you hit a creature with the Dandelion Spear, you leave a flower mark onto the creature. When do that, you can sacrifice a bonus action to deal an additional 1d4 damage for each mark.
You can have a number of marks onto a creature equal to your Wisdom Modifier and they last for a number of turns equal to your proficiency bonus.
Fly Butterfly (Butterfly Staff)
Prerequisite: Butterfly Staff is a Kensei Weapon
With the Butterfly Staff, its special property allows you to get a hold of Medium or smaller sized creatures instead. In addition, while you have a Small or smaller creature in your grapple with the Butterfly Staff, you can attack with the grappled creature utilizing your attack. If you hit, the grappled creature and target has to make a Dexterity Saving Throw against your Ki DC; upon failure, they both take the usual damage from the weapon and only taking half damage upon success. If you miss, the grappled creature only takes damage equal to your proficiency bonus but have advantage on their next check to escape your grapple.
Get Over Here! (Hook Fighting Chain)
Prerequisite: Hook Fighting Chain as a Kensei Weapon
You gain the reach property on this weapon as it have a specialized reach range of five times your proficiency bonus. In addition, you can make a grapple check with this weapon when you do an attack roll and use this weapon for grapple contests.
While you have a target grappled with your Hook Fighting Chain, you can use a bonus action to pull them towards you up to an amount of your reach with this weapon.
Get Up! (Light Hammer)
Prerequisite: Light Hammer as a Kensei Weapon
You can use this hammer to use allies get up along with giving the most painful wake up call to enemies. As one of your attacks, you can make a special type of attack depending on the ally or enemy that is incapacitated or under the effects similar to the Sleep spell. If it is an ally you hit, they take 1 damage only and wake back up. If it is an enemy you hit, it is a critical hit and you deal an additional 2d4 damage on top of it but they are no longer under the effects.
In addition, if an ally is making Death Saving Throws and within range of your Light Hammer, you can sacrifice an action and 5 ki points to toss your Light Hammer and bring them back up to 1 hit point. This ability can be only used once per long rest.
Greatest Cleave (Greataxe)
Prerequisite: Greataxe as a Kensei Weapon
The Greataxe gains the reach property.
In addition, if the target has less than half of its hit point maximum and you deal damage with this weapon, the target's speed is reduced to 10 feet until the end of their next turn or they sacrifice a reaction to regain half of their movement speed.
Hard Knock Life (Greatclub)
Prerequisite: Greatclub as a Kensei Weapon
The Greatclub loses its two-handed property and have it replaced with the versatile property, dealing 2d4 when wielded with two hands. In addition, you can sacrifice 3 ki points to cast Knock.
Hard Pump (Pump Shotgun)
Prerequisite: Pump Shotgun as a Kensei Weapon
As a bonus action, you can grant yourself disadvantage for your current turn with the Pump Shotgun. If you manage to hit with the disadvantage, you deal an additional amount of damage equal to two rolls of your Martial Arts Die.
Hardest Hitter (Mace)
Prerequisite: Mace as a Kensei Weapon
The Mace is able to deal a minimum of 2 on its base damage die when hitting targets. If the target you hit is vulnerable to bludgeoning damage and you hit with the Mace, the target must make a Strength Saving Throw against your Ki DC or take damage equal to your Martial Arts Die plus your modifier in bludgeoning damage and be knocked prone with their speed reduced to 0 until the end of their next turn.
Head on a Pike (Pike)
Prerequisite: Pike as a Kensei Weapon
The Pike's reach property increases to 15 feet and you can reroll the damage of the Pike once per turn if you wish.
Hooked on a Feeling (Hooked Shortspear)
Prerequisite: Hooked Shortspear as a Kensei Weapon
You can use a Bonus Action to attach your Hooked Shortspear onto another weapon that doesn't have the Heavy or Two-Handed properties. Doing so gives the weapon the Reach and Two-Handed properties. If the weapon already has the Reach property, it extends by another 5 feet.
However, enemies have advantage on Disarm checks against you to remove both weapons and you have disadvantage on those checks made against you.
Hunting Mark (Hunting Rifle)
Prerequisite: Hunting Rifle as a Kensei Weapon
When you deal damage using a Hunting Rifle, you can sacrifice 2 ki points to have the effects of Hunter's Mark on that target.
Hyperdrive (Drive Shaft)
Prerequisite: Drive Shaft as a Kensei Weapon
Utilizing the Drive Shaft to your best ability, you gain an additional 10 feet of movement while wielding it in your hands.
In additional, you can sacrifice 2 ki points to cast Longstrider on yourself and two additional creatures within 15 feet of you.
I'll Bite You (Nunchaku)
Prerequisite: Nunchaku as a Kensei Weapon
You can create a second version of this weapon while you have a Nunchaku in your hand as a bonus action and sacrificing one ki point. While having a second version in hands that is conjured by your ki points, you have the Two Weapon Fighting Style, you have a +1 to your AC and the weapons are able to switch between Bludgeoning, Lightning, Force and Thunder damage types.
In My Sights (Sniper Rifle)
Prerequisite: Sniper Rifle as a Kensei Weapon
You can sacrifice two ki points to double the range of the Sniper Rifle for one minute or until you are incapacitated.
In addition, you can sacrifice three ki points and your reaction to attack with the Sniper Rifle when a target moves in range of your Sniper Rifle.
It's a Promise! (Lance)
Prerequisite: Lance as a Kensei Weapon
The Lance no longer as its special and two-handed properties but it gains the versatile property where it deals 2d6 when wielded in two hands.
When you use Disengage and an ally is within 10 feet of you, they can use a Reaction to Disengage and move up to 30 feet away from enemies.
Ki Bayonet (Musket)
Prerequisite: Musket as a Kensei Weapon
With the Musket, you can apply a Dagger or a similar light, melee piercing or slashing weapon onto the Musket and use it as a melee weapon. This only requires a bonus action to put it on and an action to swap weapons on the Musket.
As a bonus action, you can sacrifice a ki point to give a reach property onto it if used in melee. This reach property lasts for one minute even if you are unconscious.
Ki Defense (Longsword)
Prerequisite: Longsword as a Kensei Weapon
The Longsword gains the reach property. When a creature gets in range of your Longsword, you can use a reaction to grant yourself a +2 bonus to your AC. But if you sacrifice 2 ki points while utilizing that reaction, that bonus to your AC becomes +3 and creatures that hit you with a melee attack take 1d4 damage from you. This bonus lasts until the start of your next turn.
Ki Flourish (Rapier)
Prerequisite: Rapier as a Kensei Weapon
While the Rapier is in your hands and you have no other weapons, you have a +1 to AC and +2 to damage rolls exclusively using the Rapier. If you manage to roll a 20 on a D20 utilizing the Rapier, you deal an additional amount of damage equal to your proficiency bonus.
Ki Glock (Magnum)
Prerequisite: Magnum as a Kensei Weapon
If you use the Magnum within melee range and you hit, you can expend a number of ki points equal to your Wisdom modifier to add an additional 1d4 damage for each ki point expended. The damage type is the Magnum's damage type or fire, force, slashing or thunder.
Ki Precision (Rifle)
Prerequisite: Rifle is a Kensei Weapon
With the Rifle, you have a +2 bonus to attack rolls and as a bonus action, you can sacrifice two of your ki points and your damage modifier to apply your modifier twice to your attack rolls. The application lasts until the end of your next turn.
Lifeline (Tetherhook)
Prerequisite: Tetherhook as a Kensei Weapon
With the Tetherhook, the range of the weapon's reach property is five times your modifier used for this weapon and you can use Acrobatics or Athletics with this weapon instead of only Athletics.
In addition, when you are hooked up to your target with your Tetherhook, you can use your bonus action either to pull the target until it is within 10 feet of you or deal damage equal to one roll of your Martial Arts Die.
Lighting Adjustments (Light Crossbow)
Prerequisite: Light Crossbow is a Kensei Weapon
The Light Crossbow gained the light property for you, have a +2 bonus to attack rolls and its maximum range increases by ten times your Monk Level.
In addition, you can expend 3 ki points to cast Lightning Arrow.
Minor Chained Lightning (Brutal Fighting Chain)
Prerequisite: Brutal Fighting Chain as a Kensei Weapon
You know the Shocking Grasp cantrip.
In addition, you can make a grapple check with this weapon when you do an attack roll and use this weapon for grapple contests. If you succeed in grappling the target with this weapon, you are able to cast Shocking Grasp through the Brutal Fighting Chain and deal damage. If the target is wet, then you add your Martial Arts Die to the attack roll. If you hit with the cantrip, you deal your usual damage with this weapon on top of the usual damage of this cantrip.
Minor Hellish Poseidon (Trident)
Prerequisite: Trident as a Kensei Weapon
You can swap the damage of this weapon with Cold, Fire, Lighting or Piercing damage.
In addition, you can sacrifice 1 ki point to cast Hellish Rebuke or Scorching Ray and the damage is Cold, Fire or Lightning when you cast the spell. You use your Ki DC and your attack roll with the Trident for the spells presented.
Minor Knock (Club)
Prerequisite: Club as a Kensei Weapon
You add your Martial Arts Die to any checks involving unlocking. In addition, you can use a bonus action to sacrifice 3 ki points to be able to cast Thunderwave as part of the bonus action.
Molehill (Shovel)
Prerequisite: Shovel as a Kensei Weapon
The Shovel can be used for Carpenter's Tools or Mason's Tools in place and grants a +2 to checks involving digging of any fashion. In addition, with the Shovel, you gain a burrow speed equal to your movement speed if you wield in your hands.
Musical Staff (Bellow Flute)
Prerequisite: Bellow Flute is a Kensei Weapon
You are able to utilize the Musical Staff similar to a polearm for various abilities, class features and extra and it gains the versatile property.
In addition, you are able to add it's base die (1d6) to Performance Checks while utilizing the Bellow Flute.
Nature's Works (Wooden Staff)
Prerequisite: Wooden Staff as a Kensei Weapon
The Wooden Staff grants you a +2 to Nature checks while wielding it in your hands and you learn two cantrips from Druid. Your attack roll with the Wooden Staff is your Spell Attack Roll while your Ki DC is your Spell DC.
On One's Shoulders (Tapper Sack)
Prerequisite: Tapper Sack as a Kensei Weapon
The Tapper Sack can function as a backpack and quiver that is able to handle much more weigh; the Tapper Sack can handle up to 200 pounds and hold up to 60 ammunition at once. When the Tapper Sack is filled to the maximum weigh it can handle, it deals 1d12 damage one handed and 2d6 with its versatile property.
Overthrow (Fighting Chain)
Prerequisite: Fighting Chain as a Kensei Weapon
You can make a grapple check with this weapon when you do an attack roll and use this weapon for grapple contests.
If you have a target grappled by your Fighting Chain, you can make a grapple contest to toss within 10 feet of you. The target lands prone, you inflict bludgeoning damage as if you had hit the victim with an unarmed strike plus an additional 1d6 bludgeoning damage, and the victim is no longer grappled. If you throw a foe into an occupied space the current occupant can make a Dexterity saving throw with a DC equal to the result of your grapple check. On a failure, both the victim and the current occupant of the space take the damage and are knocked prone. If the save is successful, the victim lands prone in the targeted space and takes damage as normal but the current occupant is unaffected.
If you fail the throw, the target remains grappled, but gains advantage on its next attempt to escape the grapple.
Point Blank (Parlor Gun)
Prerequisite: Parlor Gun as a Kensei Weapon
The Parlor Gun can be used in melee without disadvantage. In addition, the Parlor Gun's reload property increases by an amount equal to your proficiency bonus.
Power Bounce (Vaulter's Axe)
Prerequisite: Vaulter's Axe as a Kensei Weapon
When you make any Jump while having the Vaulter's Axe in your hands, there is no limit to how high or long you can Jump, you can use your attack roll if you wish with this weapon and the Jump doesn't count towards your movement. In addition, the Vaulter's Axe Special is increased to 30 feet.
Power Pole (Quarterstaff)
Prerequisite: Quarterstaff as a Kensei Weapon
The Quarterstaff gains the light and reach properties for you.
As a bonus action, you can sacrifice a number of ki points equal to your modifier that you use for this weapon. For one minute or until you're incapacitated, the reach property of this Quarterstaff gains an additional amount equal ten times the number of ki points expended, deals an additional 1d4 damage and functions as an Immovable Rod.
Powerful Shot (Assault Rifle)
Prerequisite: Assault Rifle as a Kensei Weapon
The Assault Rifle deals an additional 1d4 damage in your hands. However, you can empower it for one minute by expending a bonus action and a ki point to have it become a 1d10 instead of a 1d4.
Precise Strength (Oversized Longbow)
Prerequisite: Oversized Longbow as a Kensei Weapon
You can sacrifice two ki points for you to be able to add your Strength or Dexterity modifier into your damage rolls with the Oversized Longbow for one minute or until you are incapacitated.
Pufferfish (Blowgun)
Prerequisite: Blowgun as a Kensei Weapon
You can replace the damage type of the blowgun with piercing, force, poison or thunder.
In addition, the blowgun can be used as a melee weapon, functioning as a quarterstaff.
Pushback (Halberd)
Prerequisite: Halberd as a Kensei Weapon
The Halberd is able to swap damage types to Bludgeoning, Piercing or Slashing and can be used for Shove. When you use Shove with the Halberd, you knock the target 15 feet away from you if you succeed.
When you use Disengage, you can also use Shove in tangent to knock a number of targets away from you up to your proficiency bonus, but you will have to make a separate Shove for each target.
Rapid Fire (Shortbow)
Prerequisite: Shortbow as a Kensei Weapon
You can sacrifice a number of ki points equal to your Wisdom modifier to either cast Cordon of Arrows or Flame Arrows. When cast Flame Arrows in that way, the arrows are the same damage type as your Shortbow, fire, slashing or thunder.
Refreshing Jasmine (Iron Tea Kettle)
Prerequisite: Iron Tea Kettle as a Kensei Weapon
With the Iron Tea Kettle, you can change the damage type of this weapon to Bludgeoning, Fire, Force, Poison or Psychic.
In addition, as a bonus action, you can sacrifice a ki point to regain a number of hit points equal to what you would usually roll for damage with the Iron Tea Kettle.
Rising Star (Morningstar)
Prerequisite: Morningstar as a Kensei Weapon
You can change the damage type of the Morningstar to Bludgeoning, Piercing, Force, Radiant or Thunder.
In additional, you can expend a number of ki points up to your Wisdom modifier (minimum of 2) to cast Branding Smite at a level equal to the amount of ki points expended.
Rockhead (War Pick)
Prerequisite: War Pick as a Kensei Weapon
The War Pick can be used for mining and grants a +2 to checks involving mining while utilizing the War Pick. In addition, the War Pick deals double damage onto rock-made or gem-made constructs and rock or gem objects; if the War Pick deals a critical hit on rock constructs and rock objects, it leaves a crack until the start of your next turn where if deal bludgeoning damage, it deals an additional 1d4 damage.
Rocky Bullet (Slingshot)
Prerequisite: Slingshot as a Kensei Weapon
You know the Magic Stone cantrip. In addition, you can unleash all stones you have casted Magic Stone on all at once as one of your attacks with the Slingshot. If do so, each attack with the stone has a -2 penalty.
Rocky Swing (Sling)
Prerequisite: Sling as a Kensei Weapon
You can attack with the Sling as a melee weapon. When using the Sling as a melee weapon, it deals 1d4 damage with the respective modifiers and have the light, finesse and reach properties. The 1d4 doesn't ever change regardless of the Martial Arts ability.
Roundup! (Shepherd Crook)
Prerequisite: Shepherd Crook as a Kensei Weapon
While utilizing the Shepherd Crook, you gain a +2 to Animal Handling checks. In addition, you deal an additional 1d6 damage against Beast type creatures with the Shepherd Crook.
Shocking Capture (Net)
Prerequisite: Net as a Kensei Weapon
The net have a thrown property of five times your proficiency bonus as normal range while the maximum range is fifteen times your proficiency bonus. You don't have disadvantage when throwing it in melee, can utilize the Net as ammunition for crossbows and guns and make multiple attacks with the Net.
In addition, your Nets can optionally deal damage if you wish. Upon hitting a target with your Net and do restrain it, you deal your Martial Arts die damage plus modifiers included. While restrained underneath the Net, the target takes 1d4 damage at the start of their turn. You can utilize your bonus action or sacrifice a ki point to use a reaction to deal the 1d4 damage on your turn. The damage type is Force or Lightning and can only be selected upon hitting.
Short Slash (Shortsword)
Prerequisite: Shortsword as a Kensei Weapon
The Shortsword's damage type can be swapped between Piercing or Slashing. If were to use the Shortsword to deal slashing damage, it leaves a slashing mark onto the target. While they have these marks, they have their movement speed reduced by 5 per mark.
The target can only have up a number of marks up to your proficiency bonus and they only last until the end of their next turn.
Short Slash (Shortsword)
Prerequisite: Shortsword as a Kensei Weapon
The Shortsword's damage type can be swapped between Piercing or Slashing. If were to use the Shortsword to deal slashing damage, it leaves a slashing mark onto the target. While they have these marks, they have their movement speed reduced by 5 per mark.
The target can only have up a number of marks up to your proficiency bonus and they only last until the end of their next turn.
Slashing Slam (Sickle Fighting Chain)
Prerequisite: Sickle Fighting Chain as a Kensei Weapon
You can make a grapple check with this weapon when you do an attack roll and use this weapon for grapple contests.
While the target is grappled, you can use a Bonus Action to do another grapple contest and if you succeed, you deal your damage from your Sickle Fighting Chain and the target is knocked prone but is released from the grapple.
Song Blast (Battle Lute)
Prerequisite: Battle Lute as a Kensei Weapon
You can make a ranged (30/120) weapon attack with the Battle Lute, dealing 1d8 thunder damage. The 1d8 doesn't ever change regardless of any ability that is similar to Martial Arts. The attack is audible up to 300 feet away.
Spiky Circles (Flail)
Prerequisite: Flail as a Kensei Weapon
The flail gains a specialized reach property of 15 ft. and can deal either bludgeoning or piercing damage. In addition, as an action, you can sacrifice 2 ki points to force all creatures of your choice within range of your Flail to make a Strength Saving Throw against your Ki DC. Upon failure, creatures takes 1d6 damage, are knocked back 30 feet from you and gains the prone condition. Upon success, they are only knocked 5 feet away from you.
Spiny Fishy (Vertebrae Sword)
Prerequisite: Vertebrae Sword as a Kensei Weapon
With the Vertebrae Sword, you deal an additional 1d4 piercing damage with this weapon.
In addition, with the Vertebrae Sword's special property, it is a recharge ability that can be regained on a 4-6 on a 1d6.
Spitballing (Gatling Gun)
Prerequisite: Gatling Gun as a Kensei Weapon
Once per turn, you deal an additional 2d4 damage with the Gating Gun.
However as an action, you can expend up to an amount of ki points equal to your proficiency bonus to fire at any creature of your choice within 15 feet of you. Regardless if it hits or misses, it deals an additional amount of damage equal to the amount of ki points expended. After you use this ability, you have to roll a d6 and this ability recharges on a 6.
Spray and Pray (Submachine Gun)
Prerequisite: Submachine Gun as a Kensei Weapon
The range of the Submachine Gun extends by 40 on both the normal and maximum range, its reload property increases by an amount equal to twice your Monk Level and the damage type of the Submachine Gun can be swapped between Acid, Piercing, Poison and Slashing.
In addition, you can expend a number of ki points up to your Wisdom modifier to cast Color Spray at a level equal to the amount of ki points expended.
Steaming Hot (Frying Pan)
Prerequisite: Frying Pan as a Kensei Weapon
You can swap damage types of this weapon to bludgeoning, fire or force damage. If you deal fire with the Frying Pan, once per turn, you can force the target to make a Constitution Saving Throw against your Ki DC. Upon failure, the target takes an additional amount of damage equal to two rolls of your Martial Die.
Strike Out (Iron Ball)
Prerequisite: Iron Ball as a Kensei Weapon
The range of this weapon doubles and you can swap damage of this weapon with any damage type except psychic damage.
If you deal a critical hit with the Iron Ball, you knock the target back an amount of feet equal to five times your proficiency bonus from you and the user's speed is reduced by 10 feet.
Throwback (Returning Club)
Prerequisite: Returning Club as a Kensei Weapon
The Returning Club's thrown property is extended by an additional 40 feet on both normal and maximum range, returns to you if it hits or misses regardless and has a +2 to attacks if you are throwing it. In addition, you can hit objects with the thrown property with the Returning Club to add an additional range of 40 feet to the range of the object.
As an action, you can sacrifice 3 ki points to throw your Returning Club and be able to hit any creature with a 30-foot radius, you must make an attack roll with each and it gains an accumulative -1 penalty to attack rolls with it up to -6 to attack rolls.
Too Late! (Chakram)
Prerequisite: Chakram as a Kensei Weapon
When attacking with the Chakram, the weapon is able to return to your hand regardless if it hit or miss. The weapon's damage type is able to switch between any damage type except for Bludgeoning.
Torch Handler (Candlemaker's Club)
Prerequisite: Candlemaker's Club as a Kensei Weapon
With the Candlemaker's Club, you can light the weapon up similar to a torch and it functions similar. You can light and snuff out the weapon as a bonus action.
In addition, you can sacrifice two ki points to light the Candlemaker's Club in a way for the fire to be utilized as a weapon. The Candlemaker's Club lit in this manner would be able to deal an additional 1d6 fire damage with each hit and lights up flammable objects as well.
Trigger Happy (Revolver)
Prerequisite: Revolver as a Kensei Weapon
When you use Deflect Missiles, you can use the ammunition that was used into your next attack instead with your Revolver. Adding the Revolver's damage on top of the ammunition.
Truth within Stone (Secret Stone Sword)
Prerequisite: Secret Stone Sword as a Kensei Weapon
The Secret Stone Sword 's damage type can swap between Bludgeoning, Force and Slashing damage. As a bonus action, you can sacrifice two ki points so the blade be enveloped in light. Upon so, the Secret Stone Sword deals radiant or psychic damage, gains the reach property and deals 2d6 instead with the versatile property that lasts for one minute but requires concentration like a spell.
Unleash Your Load (Hand Tommybow)
Prerequisite: Hand Tommybow as a Kensei Weapon
As an action, you can unleash all of your bolts at once. Doing a number of attacks equal to the amount you have with your Reload property, but each attack after the first gains an accumulative -1 penalty to attack rolls.
Unleash Your Load (Heavy Tommybow)
Prerequisite: Heavy Tommybow as a Kensei Weapon
As an action, you can unleash all of your bolts at once. Doing a number of attacks equal to the amount you have with your Reload property, but each attack after the first gains an accumulative -1 penalty to attack rolls.
Unleash Your Load (Light Reloading Crossbow)
Prerequisite: Light Repeating Crossbow as a Kensei Weapon
As an action, you can unleash all of your bolts at once. Doing a number of attacks equal to the amount you have with your Reload property, but each attack after the first gains an accumulative -1 penalty to attack rolls.
Unleash Your Load (Light Tommybow)
Prerequisite: Light Tommybow as a Kensei Weapon
As an action, you can unleash all of your bolts at once. Doing a number of attacks equal to the amount you have with your Reload property, but each attack after the first gains an accumulative -1 penalty to attack rolls.
Waterway (Boat Oar)
Prerequisite: Boat Oar as a Kensei Weapon
While you have the Boat Oar and you are on a Water Vehicle, you can use the Boat Oar for checks involving vehicles involve the water.
Plus with the Boat Oar, you are able to sacrifice three ki points to be able to cast Create or Destroy Water.
What Goes Around (Boomerang)
Prerequisite: Boomerang as a Kensei Weapon
Regardless if the boomerang hits or not, it returns to your hand instantly.
In addition, the boomerang' damage type can be swapped between bludgeoning, force or slashing.
Whiplash (Whip)
Prerequisite: Whip as a Kensei Weapon
The reach property of this weapon is extended by an amount equal to your Unarmored Movement. In addition, you can sacrifice a ki point to cast Thunderclap or Booming Blade with your Ki DC being the Spell DC and the range being up to your whip's range.
Whirlwind Ripper (Twinblades)
Prerequisite: Twinblades as a Kensei Weapon
As an action, you can sacrifice 2 ki points to make an attack roll against each target within reach of your Twinblades. With each hit, the target must make a Strength Saving Throw against your Ki DC or be knocked back an amount of feet equal to five times your proficiency bonus.
Windblast (Fan)
Prerequisite: Fan as a Kensei Weapon
You have a specialized ranged spell attack that utilizes your Fan. You can conjure up a ki blast with your Fan up to 90 feet. This deals its usual damage with the Fan but the damage types can be Cold, Fire, Force, Slashing or Thunder. If Slashing or Thunder is used, the target must make a Constitution Saving Throw against your Ki DC or the target be deafened until the end of their next turn.
Woodcutter (Handaxe)
Prerequisite: Handaxe as a Kensei Weapon
The Handaxe can be used in place of Woodcarver's Tools and you have a +2 to attack rolls involve with throwing and Survival checks. If you hit creatures that are Plant type, creatures or objects made out of wood, you deal an additional 1d6 damage and they have their speed reduced by 10 feet until the end of their next turn.
In addition, if you deal a critical hit on the roll, the handaxe would stay in place until the start of your next turn or the target removes the handaxe with a bonus action but the target would have their speed reduced to 0 while the handaxe pins them in place.
Woody Boogie (Yklwa)
Prerequisite: Yklwa as a Kensei Weapon
The Yklwa gains the reach property, the thrown property changes to 20/90 and grants a +2 bonus to Nature and Survival checks. While wielding the Yklwa, you have advantage on checks from getting lost and deals an additional amount of damage equal to your proficiency bonus when fighting in a jungle and/or marsh terrain.
Woody Exterior (Battleaxe)
Prerequisite: Battleaxe as a Kensei Weapon
With the Battleaxe in your hands, you deal an additional 1d6 damage to wooden objects, constructs made of wood and plants.
In additional, you can sacrifice 3 ki points to cast Barkskin.
Heightened Accuracy
11th-Level Way of the Kensei Duelist feature
At 11th 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.
However, you can sacrifice a reaction and 3 ki points to enhance all your weapons, allowing you to attack with advantage with your unarmed strikes and weapon attacks. You retain this benefit until the end of the current turn.
Beauty of the Iron Dancer
17th-Level Way of the Kensei Duelist feature
The level you reach is one of the goals that you desired. Luckily for you, you reach a newfound level with your weaponry, techniques and style where it shoes easily in your works. You gain the following benefits:
- You gain proficiency in Wisdom Saving Throws.
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- As a bonus action and sacrificing 5 ki points, you are able to make a number of opportunity attacks with your reaction equal to your proficiency bonus. This still uses your reaction to activate using opportunity attacks however.
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