Base Class: Monk
Monks of the Way of the Flowing Gun are part of a new and enigmatic order which trains relentlessly to meld martials arts forms to developing firearms technology. This training brings them to the point where their weapon becomes an extension of their body. Founded on a mastery of primarily ranged martial techniques, the tradition has expanded to include many different and strange weapons.
A member of this order sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, they view it as a tool used to express the beauty and precision of their martial arts. That such mastery makes one a peerless warrior is but a side effect of the intense devotion, practice, and study required to master these new forms of weaponry.
Gun Kata
One with the Gun. Through long and focused training, you have gained uncommon skill with firearms. Any firearm you use is considered a Monk weapon for you, you gain proficiency with improvised melee weapon attacks made with firearms. These attacks use your Martial Arts Die as damage instead of the held weapon’s hit die.
Gun Nut. You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion).
Focus Shot Options
Focus Shots. At 3rd level, You can learn two Focus Shots of your choice, which are detailed under “Focus Shots” below. Many of these shots enhance an attack in some way. Each use of a Focus Shot must be declared before the attack roll is made. You can use only one Focus Shot per attack.
You learn an additional Focus Shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new Focus Shot, you can also replace one Focus Shot you know with a different one.
Concussive Shot
When you make a firearm attack against a creature, you can expend one Focus (Ki) point to attempt to disorient your opponent. On a hit, the creature suffers normal damage and must make a DC {{savedc:wis+proficiency}} Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Disarming Shot
When you make a firearm attack against a creature, you can expend one Focus point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a DC {{savedc:wis+proficiency}} Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one Focus (Ki) point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. Instead of rolling to hit with ranged attack from your firearm, creatures in a line of up to the weapon's maximum range must make a DC {{savedc:wis+proficiency}} Dexterity Saving Throw. On a fail, the creatures will take the full damage of the weapon or half the damage if they succeed.
Power Shot
When you make a firearm attack against a creature, you can expend one Focus (Ki) point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a DC {{savedc:wis+proficiency}} Strength saving throw or be pushed 15 feet away from you.
Steady Shot
When you make a firearm attack against a creature, you can expend one Focus point to gain advantage on the attack roll.
Suppression Shot
When you make a firearm attack against a creature, you can expend one Focus (Ki) point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a DC {{savedc:wis+proficiency}} Strength saving throw or be knocked Prone.
Terror Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one Focus (Ki) point and enemies 30ft away from you will need to make a DC {{savedc:wis+proficiency}} Charisma saving throw or will be frightened for 1 minute or until they succeed the save at the end of their turn. This ability can still affect enemies even if the attack is missed.
Volatile Shot
When you make a firearm attack against a creature, you can expend one or more Focus (Ki) points to enhance the volatility of the attack. For each Focus point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per Focus point spent when determining the damage.
Quick Hands
When you reach 6th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Firearms Zen Mastery
When you reach 6th level, you extend your Focus into your firearms, making your attacks with all monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Sharpshooter’s Focus. You can use a bonus action on your turn to make one of your ranged attacks deadlier. When you do so, any target you hit with a ranged attack using a firearms (monk) weapon takes an extra [Martial Arts Dice] + [Proficiency Bonus] damage of the weapon’s type and will be a critical hit on a natural roll of 18-20
Shock and Awe. If you make an unarmed strike as part of the Attack action on your turn and are holding a firearm weapon, you gain a +2 bonus to AC until the start of your next turn, while the firearm weapon is in your hand and you aren’t incapacitated.
Quick Mend
Upon reaching 11th level, you learn how to quickly attempt to fix a jammed gun. You can spend a focus (Ki) point to attempt to repair a misfired firearm as a bonus action.
Lightning Reflexes
At 11th Level, You can reload any firearm as a bonus action. When Flurry of Blows is activated, your firearms weapons can be used instead of unarmed strikes.
Calibre's Touch
At 13th level, you gain the ability to augment your weapons further with your Focus. As a bonus action, you can expend up to 3 Focus points to grant one Firearm weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Focus points you spent. This bonus lasts for 1 hour 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.
At the end of the duration, make a 1d20 minus the number of misfire results rolled in the duration AND abilities used that would modify the misfire counter. On a result of 5 or lower, that weapon breaks down from the stress of the imbued energies and is now broken.
Arsenal Mastery
At 17th level, your mastery of weapons and your own energies grants you extraordinary the ability to produce energies of your own through your firearms. This allows you to imbue your attacks or negate oncoming ones.
Once per Long Rest, you may choose to do the following:
Bullet Counter
As a reaction, you may counter a Ranged Spell attack within your weapon's range. The DC is equals to 10 + the spell's level versus your Wisdom Ability Check.
The Power Within
Until the start of your next turn, all your attacks damage type can be converted to ONE of the following damage types:
a. Radiant Damage
b. Necrotic Damage
c. Force Damage
Comments