Recently been playing the latest Resident Evil, got hooked to the saga again so i started replaying the older games aswell and i just love and love Albert Wesker (and Zeno from the latest resident evil requiem), so much so that i decided that i want to create a similar character for the next season of our campaign (Which is actually set in Runeterra, LoL's world) that is nearing it's end after 3,5 years. I did bunch of research and found out about Kensei Monk but i really didn't click with it, seemed stale and underwhelming, i also tried slightly editing the Way of the Open Hand subclass to include a pistol but i just realized that i should make something from scratch.
I only want to ask if any D&D experts out there that actually wants to read through this, does it look fair, balanced and fun to play? I really tried to do my best and this is absolutely my first FULLY homebrew subclass so i hope i did okay! (the text got translated to english from italian, hope there are no translation errors!)
Monk: Way of the Gunslinger
Monks of the Way of the Gunslinger blend the ancient discipline of martial arts with the surgical and lethal precision of firearms. Trained to move with superhuman speed and strike with the rapidity of a bullet, these monks transform the pistol into a deadly extension of their own body. They instinctively identify the weak points of their enemies, unleash sequences of lightning-fast attacks, and exploit every opponent’s mistake to counterattack instantly, becoming an unstoppable force of speed and controlled destruction.
Level 3 – Ballistic Mastery
At 3rd level, you gain instinctive mastery of firearms, perfectly integrating them into your martial arts. You gain proficiency with all firearms. Pistols count as monk weapons for you: you can use your Martial Arts die in place of their normal damage die, add your Dexterity modifier to both the attack roll and the damage roll, and you don’t suffer disadvantage on attack rolls with a pistol against creatures within 5 feet of you. Pistol attacks deal piercing damage and have the Loading property.
Vital Mark
During your turn, when you hit a creature with an attack from your Flurry of Blows, you can strike its vital points with a sequence of rapid and precise blows. The creature becomes destabilized until the end of your turn or until the destabilization is consumed by your Precision Shot. You can have only one creature destabilized at a time.
Precision Shot
As part of the Attack action, you can replace one of your pistol attacks with a Precision Shot against a destabilized creature. The attack has advantage on the attack roll and deals damage equal to one roll of your Martial Arts die + your Dexterity modifier + your Wisdom modifier (piercing).
If you hit, you can spend 1 Focus Point: the target must make a Constitution saving throw. On a failure, choose one of the following effects (only on creatures of Medium size or smaller):
• Push the target up to 15 feet in a straight line away from you.
• Knock the target prone.
Level 6 – Reactive Defense
At 6th level, you learn to turn every attack received into an opportunity for a lightning-fast counterattack and to use the enemies themselves as living shields.
Ballistic Counterattack
When you use the Deflect Attacks reaction and reduce the damage of an attack to 0, you can spend 1 Focus Point to redirect that attack. Immediately afterward, you make a pistol attack against the original target of the attack (this doesn’t require an additional action).
Protective Hostage
While you have a creature grappled, you gain a +2 bonus to your Armor Class against attacks made by creatures other than the one you are grappling.
Level 11 – Lethal Precision
At 11th level, your ability to destabilize enemies and strike their vital points reaches a new peak of speed and power.
Enhanced Precision Shot
Your Precision Shot is enhanced. It now deals damage equal to two rolls of your Martial Arts die + your Dexterity modifier + your Wisdom modifier (piercing). The advantage on the attack roll remains unchanged.
Ballistic Flurry
During your Flurry of Blows, you can replace one of the unarmed strikes with a pistol attack, ignoring the Loading property.
Level 17 – Legend of the Bullet
At 17th level, you become a living storm of bullets and movement: time seems to slow as you dance between enemies, striking vital points in sequence and leaving a trail of ricocheting bullets.
Hyper-Acceleration
As a bonus action, you can spend 5 Focus Points to activate Hyper-Acceleration for 1 minute. You gain the following benefits for the duration:
• +2 bonus to your Armor Class.
• Advantage on all Dexterity saving throws.
• You don’t provoke opportunity attacks.
Once per turn, after you make an unarmed strike, you can immediately make a pistol attack, ignoring the Loading property.
Ricocheting Assault
Once per long rest, as a turn, you select a number of creatures equal to your Wisdom modifier (minimum 1). Each target must be within 30 feet of the previous one (you can arrange them in a chain). You make a lightning-fast movement, leaping from one target to the next (you don’t provoke opportunity attacks during this movement).
For each target, you make one unarmed strike. If it hits, you automatically apply the destabilized condition to that creature. After reaching the last target, choose an unoccupied space within 15 feet of you to move into.
Immediately afterward, you fire a single bullet that ricochets off every destabilized creature: each destabilized target takes damage equal to that of your Enhanced Precision Shot (two rolls of your Martial Arts die + your Dexterity modifier + your Wisdom modifier, piercing). No additional attack roll is required for the ricochet.
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D&D 5.5th edition (2024)
Recently been playing the latest Resident Evil, got hooked to the saga again so i started replaying the older games aswell and i just love and love Albert Wesker (and Zeno from the latest resident evil requiem), so much so that i decided that i want to create a similar character for the next season of our campaign (Which is actually set in Runeterra, LoL's world) that is nearing it's end after 3,5 years.
I did bunch of research and found out about Kensei Monk but i really didn't click with it, seemed stale and underwhelming, i also tried slightly editing the Way of the Open Hand subclass to include a pistol but i just realized that i should make something from scratch.
I only want to ask if any D&D experts out there that actually wants to read through this, does it look fair, balanced and fun to play?
I really tried to do my best and this is absolutely my first FULLY homebrew subclass so i hope i did okay! (the text got translated to english from italian, hope there are no translation errors!)
Monk: Way of the Gunslinger
Monks of the Way of the Gunslinger blend the ancient discipline of martial arts with the surgical and lethal precision of firearms. Trained to move with superhuman speed and strike with the rapidity of a bullet, these monks transform the pistol into a deadly extension of their own body. They instinctively identify the weak points of their enemies, unleash sequences of lightning-fast attacks, and exploit every opponent’s mistake to counterattack instantly, becoming an unstoppable force of speed and controlled destruction.
Level 3 – Ballistic Mastery
At 3rd level, you gain instinctive mastery of firearms, perfectly integrating them into your martial arts. You gain proficiency with all firearms. Pistols count as monk weapons for you: you can use your Martial Arts die in place of their normal damage die, add your Dexterity modifier to both the attack roll and the damage roll, and you don’t suffer disadvantage on attack rolls with a pistol against creatures within 5 feet of you. Pistol attacks deal piercing damage and have the Loading property.
Vital Mark
During your turn, when you hit a creature with an attack from your Flurry of Blows, you can strike its vital points with a sequence of rapid and precise blows. The creature becomes destabilized until the end of your turn or until the destabilization is consumed by your Precision Shot. You can have only one creature destabilized at a time.
Precision Shot
As part of the Attack action, you can replace one of your pistol attacks with a Precision Shot against a destabilized creature. The attack has advantage on the attack roll and deals damage equal to one roll of your Martial Arts die + your Dexterity modifier + your Wisdom modifier (piercing).
If you hit, you can spend 1 Focus Point: the target must make a Constitution saving throw. On a failure, choose one of the following effects (only on creatures of Medium size or smaller):
• Push the target up to 15 feet in a straight line away from you.
• Knock the target prone.
Level 6 – Reactive Defense
At 6th level, you learn to turn every attack received into an opportunity for a lightning-fast counterattack and to use the enemies themselves as living shields.
Ballistic Counterattack
When you use the Deflect Attacks reaction and reduce the damage of an attack to 0, you can spend 1 Focus Point to redirect that attack. Immediately afterward, you make a pistol attack against the original target of the attack (this doesn’t require an additional action).
Protective Hostage
While you have a creature grappled, you gain a +2 bonus to your Armor Class against attacks made by creatures other than the one you are grappling.
Level 11 – Lethal Precision
At 11th level, your ability to destabilize enemies and strike their vital points reaches a new peak of speed and power.
Enhanced Precision Shot
Your Precision Shot is enhanced. It now deals damage equal to two rolls of your Martial Arts die + your Dexterity modifier + your Wisdom modifier (piercing). The advantage on the attack roll remains unchanged.
Ballistic Flurry
During your Flurry of Blows, you can replace one of the unarmed strikes with a pistol attack, ignoring the Loading property.
Level 17 – Legend of the Bullet
At 17th level, you become a living storm of bullets and movement: time seems to slow as you dance between enemies, striking vital points in sequence and leaving a trail of ricocheting bullets.
Hyper-Acceleration
As a bonus action, you can spend 5 Focus Points to activate Hyper-Acceleration for 1 minute. You gain the following benefits for the duration:
• +2 bonus to your Armor Class.
• Advantage on all Dexterity saving throws.
• You don’t provoke opportunity attacks.
Once per turn, after you make an unarmed strike, you can immediately make a pistol attack, ignoring the Loading property.
Ricocheting Assault
Once per long rest, as a turn, you select a number of creatures equal to your Wisdom modifier (minimum 1). Each target must be within 30 feet of the previous one (you can arrange them in a chain). You make a lightning-fast movement, leaping from one target to the next (you don’t provoke opportunity attacks during this movement).
For each target, you make one unarmed strike. If it hits, you automatically apply the destabilized condition to that creature. After reaching the last target, choose an unoccupied space within 15 feet of you to move into.
Immediately afterward, you fire a single bullet that ricochets off every destabilized creature: each destabilized target takes damage equal to that of your Enhanced Precision Shot (two rolls of your Martial Arts die + your Dexterity modifier + your Wisdom modifier, piercing). No additional attack roll is required for the ricochet.