Base Class: Monk
When you choose this subclass at level 3 you get a number of abilities:
Quick Draw: You have advantage on initiative rolls.
Ancestral Firearm: Passed down for years, this gun has a small bag of 30 ammunition that refills every dawn. The gun can shoot 3 bullets per attack action and deal 1d4 per bullet. The total damage for an attack with the Ancestral Firearm increases by 1d4 at levels 6, 9, 12, 15, and 18.
At level 5 you get the following ability:
Dual Wield: Once a week, you can copy a weapon and double the damage done with that weapon. The effects last for one battle.
At level 8 you get the following abilities:
1. Blinding Draw: The first time you use your gun in battle, a bright flash of light blinds enemies for 1 turn (DC 10 con save).
2. Ricochet: All projectiles fired at you have disadvantage.
At level 12 you unlock the following ability:
Expert Marksman: Your senses are heightened from training and the Blinded and Deafened effects are ignored.
At level 15 you unlock the following ability:
Quick Draw Improvement: On initiative rolls, you automatically get an 16.
At level 18 choose one of the following upgrades for your Ancestral Firearm.
1. Exploding Bullets: When an enemy is hit with one of your bullets, the bullet explodes dealing 1d10 extra damage.
2. Electric Bullets: When an enemy is hit with one of your bullets, they are knocked prone on a failed DC 15 con saving throw.
3. Fast Shot Bullets: Your bullets are so fast that you can bypass an enemy's armor on a failed 14 con saving throw.
Level 3: Ancestral Firearm
This gun looks like whatever you want and has a small bag of 30 ammunition that refills every dawn. The gun can shoot 3 bullets per attack action and deal 1d4 per bullet. The total damage for an attack with the Ancestral Firearm increases by 1d4 at levels 6, 9, 12, 15, and 18.
Level 11: Bullet Mastery
Blinging Draw: The first time you use your gun in battle, a bright flash of light blinds enemies for 1 turn (DC 10 con save).
Ricochet: All projectiles fired at you have disadvantage.
Level 11: Expert Marksman
When you get the Blinded or Deafened conditions, the effects are ignored.
Level 11: Quick Draw improvement
On initiative rolls you instantly get a 15.
Level 17: Ancestral Firearm
You must choose one of the following things to upgrade your gun with:
Electric Bullets
When an enemy is hit with one of your bullets, they are knocked prone on a failed DC 15 con saving throw.
Exploding Bullets
They still explode with an extra damage of 1d10 added to your bullet damage total.
Fast Shot Bullets
Your bullets are so fast that you can bypass an enemy's armor on a failed 14 con saving throw.
Level 6: Duel Wield
Once a week, you can make a copy of a weapon and have two attack actions with that weapon. The copy lasts for one battle.
Level 3: Quick Draw
You have advantage on initiative rolls.
Previous Versions
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5/15/2025 10:24:00 PM
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