Way of the Kensei Monk 5e
Review by Sam West, Twitter:@CrierKobold
Way of the Kensei exists to fulfill the samurai fantasy monks have wanted for a while. You get the tools to empower special weapons in combat while mixing in unarmed strikes just the way the base monk likes.
You aren't limited to the samurai fantasy, though. Kensei Weapons open up any melee or ranged weapons without the heavy or reach property (excluding longbow) you'd like to use, making this an easy option to fulfill the weapon master fantasy many want. Its core features reward defensive martial play, but ranged options are readily available, and make for a monk that's capable in all ranges of combat. Out of combat is basically left out to dry, though.
See Also: Best Feats for Kensei Monk
3rd Level: Path of the Kensei
Path of the Kensei has four features wrapped in one: Kensei Weapons, Agile Parry, Kensei's Shot, and Way of the Brush.
Kensei Weapons is what enables the rest of the subclass. You choose two weapons that become special, granting you proficiency with them if you lack them. They also become Monk weapons, which then can augment their damage to match your martial arts die if it's higher. Most of the time it won't be, but in the upper tiers, it'll be an upgrade for most of the ranged weapons you can use this way. Another note is it functionally gives all qualifying melee weapons finesse, letting you pick whatever look you want without needing to build with Strength.
Agile Parry is the first payoff for using your Kensei Weapons alongside your Martial Art's unarmed strikes. It takes one of your attacks made with Extra Attack to work, but should you opt for that, you get rewarded with a +2 AC for the round. It does offer a reasonable trade-off, especially early when your unarmed strikes aren't hitting as hard as the longsword or other d6 or d8 weapon you can make your Kensai Weapon.
Where Agile Parry enhances melee defenses, Kesei's Shot gives you a bonus d4 damage on each ranged weapon attack hit for the turn for your bonus action. It isn't much and definitely isn't going to be enough incentive for you to only want to attack with these ranged weapons (yet), but it does meaningfully empower your range and makes it so you've got ample options to spend your bonus action on when engaging.
Finally, Way of the Brush closes out the 3rd level feature with proficiency with calligrapher's supplies or painter's supplies. These on top of Agile Parry, Kensei Weapons, and Kensei's Shot make for a perfectly reasonable 3rd level upgrade. You get some flavorful roleplay tools with this proficiency without forgoing powerful in-combat features. It's a great addition here, but isn't going to make up for Kensei's complete lack of out-of-combat options.
6th Level: One with the Blade
One with the Blade doesn't provide as much as Path of the Kensei in bullet points but still offers you two new features: Magic Kensei Weapons and Deft Strike.
Magic Kensei Weapons overcomes non-magical weapon resistance. Non-magical weapon damage resistance isn't a mechanic I tend to employ, as I don't think it’s that fun, but a meaningful upgrade against a subset of creatures with this resistance at most tables. Fortunately, it's not the entire feature!
You also get Deft Strike. For 1 ki, you can deal a bonus martial arts die worth of damage once per turn. Its kind of like a baby monk smite that gives you a place to sink extra ki if you have a ton of extra ki. Usually, the cost is way too high when the trade-off options are entire extra attacks made with Flurry of Blows.
Past 11th level, if you're still going through just one or two encounters per long rest, you might find some room to stick a bit of extra damage on your hits. It pairs best with Kensei's Shot, as those can't typically take advantage of Flurry of Blows anyway, giving you a hearty chunk of ranged damage while moving to engage.
11th Level: Sharpen the Blade
Sharpen the Blade is a reflavored Magic Weapon, but can offer up to +3 to hit and damage. Each subsequent +1 to hit is a huge deal in a system that prides itself on using smaller numbers; getting a minute with +3 to hit on top of your likely +8 or +9 will make you hit very consistently with a bit of extra damage.
What I hate about this is it’s powerful, but not particularly interesting. It only enhances your kensei weapon, so it isn't empowering every attack you're making most turns. It literally does nothing if you ever get a +2 or +3 weapon for your Kensei weapon.
Once again, this will feel better to use on a ranged weapon, and is the first major reason I'd consider building entirely towards the a longbow with this archetype. You can play a fast skirmisher fantasy with a +3 magical longbow dealing 1d8+1d4+8 damage on hit before Sharpshooter. That's a reasonable build to make come to fruition. It is literally all you get to support it and need to forgo any enhancements to your unarmed strikes to make the most out of it, but it definitely looks like the clearest and most unique ranged monk build. A level or two in fighter for Archery and you’ve got yourself a sharp shooting machine.
17th Level: Unerring Accuracy
Unerring Accuracy finishes Kensei out with a once per turn attack reroll on miss. For a lower-tier feature, this would be nuts. When most of your damage is loaded into one or two critical attacks, this feature could be a powerhouse. The ranged build fits this category, once again playing very nicely with Sharpshooter. A melee-focused Kensei is going to find it's enhancing one of your four attacks you're making most rounds by helping you hit. It's still reasonable, but it isn't close to the splashy 17th-level features you see full-casters getting with 9th-level spells or banger top-end features like Thief's extra turn in combat or paladin's transforming into angels.
All Together
Kensei is at its best for players that want to build toward specific weapons within the monk fantasy. It best supports a ranged monk play style with a super longbow that does require you to forgo any magical longbows you find if you want to take advantage of your 11th-level feature. Agile Parry is the primary reason to play a melee Kensei, and it'll feel fine in the early game, but it definitely will fall off comparatively in the upper tiers with it lacking meaningful feats to empower the build.
The other major issue Kensei faces is what it brings to the table beyond stabbing things. Monks get a few features like Step of the Wind to enhance the fantasy of a nimble acrobat bouncing off the walls and performing incredible feats of dexterity, balance, and precision. Those are left to base monk to bring out because all you get beyond being better at stabbing and not being stabbed is proficiency in an artist's tool kit.
If you just want a character whose entire identity is being good at a specific monk weapon, this fantasy technically can get you there. I don't love it, but if you enjoy the play style of making attacks over and over again and doing little to nothing else, Kensei can deliver.
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