Base Class: Monk
N/A
Level 3: Shoot From the Hip
Once per turn when you take the Flurry of Blows bonus action, you can expend 1 Focus Point to make one of those attacks with a firearm instead.
At level 10, you can make 2 the attacks with a firearm instead of 1.
Level 3: Trick Shot
You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 6th, 11th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
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 Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one focus point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Level 3: Gunslinger
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). Some extremely experimental and intricate firearms are only available through crafting.
Additionally, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (Minimum of +1).
You also gain proficiency in Intimidation.
Level 6: Rapid Ricochet
You learn how to direct an errant shot toward a new target. If you make an attack roll with a firearm and miss, you can spend 1 focus point to cause the shot to ricochet toward a new target immediately after the attack misses. The new target must be a creature you can see within the weapon’s range and within 60 feet of the attack’s original target. Make an attack roll against the new target.
Level 11: Gun to a Knife Fight
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then use 1 focus point make a firearm attack against the attacker as part of this Reaction if the attacker is within the weapon’s range.
Level 17: Bite the Bullet
Beginning at 17th level, you can overcharge your firearms enter a state of relentless speed. As a bonus action, you can spend 4 Focus Points to enter this state for 1 minute, or until you are incapacitated or choose to end it early (no action required).
For the duration, you gain the following benefits:
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You have advantage on all firearm attacks.
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Whenever you make a firearm attack with advantage from this feature, you can choose to forego the advantage for that attack. If you do, you instead make two separate attack rolls against the target without advantage or disadvantage.
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