Monk
Base Class: Monk

The art of gunpowder fuelled weapons are a guarantee in any civilised nation as much as the sword is the mouth by which violence breathes. In some lands however, the knowledge is sheltered and protected from their enemies. And on rare occasion, it is sheltered by a monastery in a fog shrouded mountain top, where their weapons cry with the wind.

Salt Spitter

At 3rd level, you have gained the discipline and training necessary to wield a legendary Flint: a gunpowder infused weapon with the capabilities to tear through skin, scales and steel alike. The gunpowder is a carefully used device, and the true power of the weapon is something to be used sparingly. You are proficient with a Flint and Woodcarver's Tools. The weapon is a two-handed polearm monk weapon (for the purposes of spell effects, class features, etc.)

When using a Flint in melee combat, it deals damage equal to your unarmed strikes and counts as a melee weapon attack (for the purposes of spell effects, class features, etc). When used in ranged combat, it has a range of 60/180 feet and deals damage equal to your martials arts die + your dexterity modifier in piercing damage, as well as your wisdom modifier in fire damage. You can only make a ranged attack from a Flint once per turn.

Someone who isn’t proficient with a Flint can barely use it as a weapon given its cumbersome size and deadly explosive elements. For the purposes of damage, the die is a 1d4 and when making a ranged attack they take half the damage they deal due to recoil.

Demolitions Hermit

At 6th level, you gain the following benefits, using your Ki save DC as the DC for these effects:

  • Spark Storm: Whenever you use Step of the Wind, you can expend an attack and force the target to make a constitution saving throw. On a failure, they take fire damage equal to a roll of your martial arts die and is blinded until the beginning of your next turn or when they take damage from any source.
  • Punish the Powder Hungry: Whenever you use Patient Defence, if an attack against you misses, you can use your reaction and force the target to make a strength saving throw. On a failure, they take fire damage equal to a roll of your martial arts die and is pushed back a distance equal to your unarmored movement bonus.
  • Ferrosive Fury: Whenever you use Flurry of Blows and both attacks hit the same target, you can force the target to make a dexterity saving throw. On a failure, they take fire damage equal to a roll of your martial arts die and are set ablaze. At the beginning of the target's turn they can repeat the saving throw. On a success they are no longer on fire, and on a failure they take fire damage equal to a roll of your martial arts die.

Serenity in a Trigger

At level 6, the Flint deals magical piercing damage for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. Additionally, as a bonus action, you can choose to strike your Flint with gunpowder for additional explosive ordinance, expending a number of ki points with a maximum equal to half your proficiency bonus. The Flint gains a bonus to attack and damage roll equal to the number of ki points spent, and ends once the initiative has ended. This bonus until your next short rest or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Lock, Stock, and Two Smoking Lungs

At level 11, you have learnt to make the best use of gunpowder - minimising its effects against you while maximising its effects on your surroundings. You gain resistance to fire damage and are unaffected by smoke or fog for the purposes of breathing and obscured area. Additionally, all melee and ranged attacks with the Flint, as well as any damage you deal related to gunpowder, deal double damage to objects and structures.

Sets in the East, Rises in the West

At level 17, there are few that can match your skill with a Flint, any target at any range is to fear the gaze of your barrel. You gain the following benefits:

  • Your range with the Flint doubles to 120/360 feet, and a long range shot gives you the time to steady yourself. When making an attack with your Flint at long range, you can choose to make a Sky Shot. This attack uses your full action, but gains a bonus to the attack roll equal to your wisdom modifier. Additionally, on a hit, everyone with a 5 feet radius of the target, including the target, takes fire damage equal to your martial arts die + your wisdom modifier (this damage is separate from the attack itself and does not benefit from any bonuses to damage)
  • Attacking within 5 feet of a target with your Flint does not give disadvantage on ranged attack rolls. Additionally, if you are within 5 feet of a target and successful make a ranged attack against said target while your Flint is empowered by Serenity in a Trigger, you can use your reaction to pull the gunpowder into your fists, granting your knuckles the same explosive power. In this state, your unarmed attacks gain a +1 bonus to attack and damage rolls, while Spark Storm, Punish the Powder Hungry and Ferrosive Fury deal additional damage equal to your wisdom modifier

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