The math on the final ability is that the best you can do with it is get 4 marks, double them to 8, and then attack as many times as you can the next turn to proc them (so only twice). This means you do 8d8 damage on hit, with advantage. I've made it cost 2 ki, because its about worth 56% of the unavoidable 10d10 damage of open hand's capstone ASOH&AC, not accounting for it's failure condition, which counts for a significant portion of that feature's power budget. Why not 1 ki? Our ability has better action economy.

Careful eyes is a real fun feature, maybe one that evil DM's will be inspired to add to enemy creatures. It is close to a reaction attack - but has limitations. Marks are concentration so you're risking losing yours just to set this one up, and enemies can react to you clearly aiming down the sights of your weapon.

Weapon bonding fixes some things, provides from flavor, and grants you to do stuff like what Hawk-eye did right before jumping off that one building in Avengers.

3rd level feature is pretty simple marking mechanic. There are some things about marking that aren't obvious: You can't mark two different creatures ( because marks on a creature require consequence). The damage distribution is balanced based on the idea that a Mark has a high likelyhood of landing and is worth roughly double compared to on-hit damage. One thing I do recognize is the synergy with Assasin - if anyone has suggestions (like one sentence describing a mechanic that disavows that synergy and provides some flavor)

Hey! This is number two on my kensai monks, trying to address the Bow users out there (and I opened it up to some others, why not). This should feel like the meditative side of monk - like archery, based on the meditative art that the japanese have developed. This was actually two monks (with "calm" and "frenzied" options) but now I've split up the two entirely.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.







































Way of the Sure Strike

The Way of the Sure Strike monks are calm cool, and collected. They take their time, ensuring that their attacks never fail to pose a threat. Even when surrounded, they are known to beat off attackers with their weapon at hand. Anyone who has seen a Way of the Sure Strike mark an opponent knows to get down under cover – or experience judicious consequence.

Mark of Dread

At 3rd level, you gain proficiency in any one ranged weapon--which is your Kensai weapon.

When you could make an attack with the attack action, you can instead add a mark, which lasts until your next turn or until you hit the creature with an attack. For a bonus action, you can add one mark on someone who already has a mark, or two if you expend a Ki. You need to concentrate to maintain marks on a target as if concentrating on a spell. An attack on a marked creature does an additional martial die in damage for each mark.

Your marks are mystical in nature. If a creature starts its turn with a Mark it realizes it is being attacked, as an air of foreboding and uneasiness overwhelms it.

Weapon Bonding

At 6th level Your Kensai weapons count as magical for the purpose of overcoming Resistance and immunity to non-magical attacks and damage. You might extend hand crossbows' bolts to stab with, flip out a folding blade from your heavy crossbow, or use your bow as a club. You can apply your stunning strike feature on a ranged attack.

Your Kensai weapons are improvised melee monk weapons for you. Once per short rest until the end of your turn, your melee attacks with a monk weapon push creatures back 10 feet on a hit.

Careful Eyes

Starting at 11th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).











































You can use a reaction to add an additional mark on an enemy at the end of their turn, if you have had line of sight on them for their entire turn.

In My Sights

At 17th level, you can use a reaction and 2 Ki to double the number of marks on an enemy at the end of their turn, if you have had line of sight on them for their entire turn.





Alernate rules: Marks last until you next make an attack towards a creature. When you attack someone who is marked, you roll an additional attack roll as if you were making an attack for each mark, doing additional damage equal to your martial die plus dexterity modifier for each attack that hit. This damage occurs regardless of whether your first attack roll hit, and occurs simultaneously.





For example, a level 5 Way of the Archer monk with a +4 to Dexterity attacking a creature with three marks would roll 4 attack rolls total, and deal 1d6+4 damage per attack that hit. If the monk missed on his first two attacks but made the other two, he would deal 2d6+8 damage.

You only use one ammunition when you make this attack, and if the d20 roll for your first attack had been a 20 instead of a miss, you would roll all of the damage dice that come from marks twice as well, doing a total of 6d6+9 damage. On-attack effects like hunter's mark, hex, sharpshooter only apply once.



