Base Class: Monk
Level 3: Choose your Prey
Your monastic order trained you to master your revolvers and hunt down your prey. When you hit a creature with an attack roll, you can expend 1 Focus Point to mark the creature as your prey. You gain the following benefits:
- Bonus Revolver Attack. As a Bonus Action, you can make one revolver attack on your prey.
- Focus Target. Your attack rolls with Monk weapons and Unarmed Strikes on your prey can score a Critical Hit on a roll of 19 or 20 on the d20.
- Tracking. You have Advantage on any Wisdom (Perception or Survival) check you make to find your prey.
You can mark only one creature at a time.
Level 3: Forged Steel
As a part of your training, you had to forge your own weapons. You gain the following benefits.
Weapon-smith. You gain proficiency with Smith's Tools or Tinker's Tools.
First Revolver. You gain your First Revolver that you forged during your training.
Second Revolver. You can build a Second Revolver. Doing so requires using Smith's Tools or Tinker's Tools and 300 GP of raw material over the course of 3 days (24 hours of work).
Revolvers:
Weapon Category: Martial Ranged
Damage on a Hit: Martial Arts Die Piercing + Dexterity modifier
Properties: Ammunition (Firearms), (Range 40/120), Reload (6 shots)
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
Your revolvers count as Monk Weapons for you.
Smith's Tools
You gain proficiency with Smith's Tools.
Tinker's Tools
You gain proficiency with Tinker's Tools.
Level 6: Spark the Fire
The hunt had begun and you are focused on your target.
Weak Spot. Whenever you deal damage with your revolvers to the target marked by your Choose your Prey feature, they can deal your choice of Force damage or their normal damage type.
Level 6: Utility Belt
As your forging skills grow, you found new ways to create special ammunition and gadgets. You gain the following benefits.
Gadgets. You learn to use two gadgets of your choice. You can use only one gadget per turn. Whenever you finish a Long Rest, you can change your list of equipped gadgets, replacing one equipped gadget with another gadget from the list below.
Your utility belt can hold an additional gadget at 11th and 17th level.
Saving Throws. If a gadget requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Level 11: Fuel the Fire
The fire of the hunt burns in your soul and makes you act with supernatural speed and precision. You gain the following benefit.
Improved Bonus Revolver Attack. As a Bonus Action, you can now make two revolver attacks, against the creature marked by your Choose your Prey feature.
Level 17: Become the Fire
When the thrill of the hunt is at its peak, the fire in your soul burns hottest. You gain the following benefit.
Bullet Belt. You always have the Silvered Bullets gadget equipped and it doesn't count against the number of equipped gadgets.
Fast Reload. Immediately after you score a Critical Hit on the creature marked by your Choose your Prey feature, you can fast reload one of your revolvers with Silvered Bullets (no action required).
Gadgets
The gadgets are presented here in alphabetical order.
Blinding Bomb
You throw a bomb to blind your enemies.
As an Action, you can expend 2 Focus Points to target a point within 40 feet. Each creature in a 10-foot-radius Sphere must succeed on a Constitution saving throw. On a failed save the creature becomes Blinded until the end of your next turn. The creature marked by your Choose your Prey feature has Disadvantage on the saving throw.
Distraction Bomb
You throw a bomb to your feet, that explodes with bright light and smoke.
As a Bonus Action, you can expend 1 Focus Point to make the Hide Action. The creature marked by your Choose your Prey feature has Disadvantage on the Perception check to find you.
Explosive Charge
You place a small explosive charge to open nonmagical locks.
As an Action, you can expend 2 Focus Points to open one nonmagical lock within 5 feet. The explosion can be heard up to 300 feet away.
Glitter Bomb
You throw a bomb that releases silver dust on explosion.
As an Action, you can expend 2 Focus Points to target a point within 40 feet. Each creature in a 10-foot-radius Sphere must succeed on a Dexterity saving throw. On a failed save the creature becomes visible and can't benefit from the Invisible condition until the end of your next turn. The creature marked by your Choose your Prey feature has Disadvantage on the saving throw.
Grappling Hook
You shoot your grappling hook.
As an Action, you can expend 1 Focus Point to target a solid object within 40 feet. If the object is able to hold your weight and the direct line between you and the object is free from obstacles, you can move to that place.
Incendiary Bullets
You try to set your targets on fire.
As a Bonus Action, you can expend 2 Focus Points to load 6 Incendiary Bullets in a revolver of your choice. If one or multiple of the next 6 attacks from that revolver hit a creature, it must succeed on a Constitution saving throw. On a failed save the creature becomes Burning. The creature marked by your Choose your Prey feature has Disadvantage on the saving throw.
Reload Mechanism
You use a fast reload mechanism.
You can expend 1 Focus Point to reload one revolver of your choice without expending an Action or Bonus Action.
Silvered Bullets
You try to use silver instead of lead.
As a Bonus Action, you can expend 2 Focus Points to load 6 Silver Bullets in a revolver of your choice. If one or multiple of the next 6 attacks from that revolver hit a creature, it takes additional 1d6 Radiant damage.
Sleeping Gas Bomb
You throw a bomb to put your enemies to sleep.
As an Action, you can expend 2 Focus Points to target a point within 40 feet. Each creature in a 5-foot-radius Sphere must succeed on a Constitution saving throw. On a failed save the creature becomes Stunned until the end of your next turn, it takes damage or someone within 5 feet of it takes an action to shake it out of the effect. The creature marked by your Choose your Prey feature has Disadvantage on the saving throw.
Smoke Bomb
You throw a bomb to obscure an area.
As an Action, you can expend 2 Focus Points to target a point within 40 feet. Until the end of your next turn, the area in a 20-foot-radius Sphere becomes Heavily Obscured.
Snaring Gadget
You try to snare your target.
As an Action, you can expend 1 Focus Point to target a creature within 40 feet. The creature must succeed on a Strength saving throw. On a failed save the creature becomes Restrained until the end of your next turn. The creature marked by your Choose your Prey feature has Disadvantage on the saving throw. As a Bonus Action you can pull the target 20 feet closer to you.
Previous Versions
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