Please Give me your thoughts and how to balance it? Thank you.
Way Of The Gun Fu
With the advent of advancing firearms technology, martial artists adapted these ranged weapons to create a portmanteau with guns and fighting styles. Having dedicated themselves to training in the utilization of such arms, emulating sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.The focus of Gun Fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand which is usually paired with jumping to the side at the same time, shots from behind the back, as well as firing while spinning around.
Bonus Proficiencies
3rd-level Subclass Feature
You gain proficiency in tinker's tools and firearms.
Gun Fu
3rd-level Subclass Feature
Also you gain the following benefits while you are wielding firearms that you are proficient with and you aren't wearing armor or wielding a shield:
You can roll your martial arts die twice in place of the normal damage of a firearm (your choice).
Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with firearms.
Gymnastic Gunplay
3rd-level Subclass Feature
In addition you can perform martial feats of your choice with firearms once per turn, and then twice at 12th level, in addition if the ability requires a saving throw it uses your monk Ki save DC:
Quick Reload. You can spend 1 Ki point to ignore the loading or reloading property of any firearm that you are proficient with until the start of your next turn.
Gun Kata. Immediately after taking the attack action with a firearm, you can spend 1 Ki point to make another firearm attack as a bonus action.
Fire Barrage. As an action you can spend 1 Ki point to force creatures within short range of your firearm that has a reload score of more than 2 and in a 10 feet cube to make a dexterity saving throw. Or take double damage on a failed save. Expending all ammunition.
Requires 5th level:
Deflective Countering. When using the deflect missile feature, upon immediately reducing the damage to 0, you can instead spend 1 Ki point to make 1 firearm attack or unarmed strike as part of that reaction.
Stand Off. When using the patient defense feature, you can in tandem spend 2 Ki points to shoot a creature as your reaction to it attacking and before it rolls to hit, you may do this reaction until the round ends. On a hit it must make a constitution saving throw, or their attack rolls are made with disadvantage until the start of their next turn.
Requires 7th level:
Fall Strafing. When using the slow fall Ki feature, you can in tandem spend 2 Ki points to force creatures within short range of your firearm that has a reload score of more than 2 and in a 10 feet cube to make a dexterity saving throw, or take double damage on a failed save, and half as much on a success. Expending all ammunition.
Running Gunning. When using the step of the wind feature, you can in tandem spend 2 Ki points to shoot a target with 1 firearm attack or 2 when using one with the light weapon property. In addition creatures have disadvantage when making attacks of opportunity against you.
Requires 9th level:
Stunning Round. You can attempt to fire a stunning round by spending 2 ki points, taking damage on a hit and the target must make a constitution saving throw. Or become stunned until the end of your next turn.
Gunslinger Styling. As a bonus action you can spend 2 Ki points to stow your current firearm and draw another firearm as a single object interaction on your turn. In addition if you hit immediately after drawing this weapon the targeted creature must make a strength saving throw. Or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Requires 11th level:
Dead Eye. As a bonus action you can spend 2 Ki points to ignore the long range disadvantage of firearms or if you don't have disadvantage you gain advantage to all attack rolls instead, until the start of their next turn.
Lightning Repair. You can spend 2 Ki points to immediately repair a firearm with themisfire property as a reaction to when it jams or breaks.
Requires 13th level:
Rapid Fire. When using the flurry of blows feature, you can in tandem spend 2 Ki points to shoot a target with 2 firearm attacks or 3 when using one with the light weapon property.
Knockout Shot. You can attempt to fire a knocking round by spending 2 Ki points, taking damage on a hit and the target must make a strength saving throw. Or be pushed 10 feet away from you and be knockedprone.
Requires 15th level:
Bullet Ballet. When using the patient defense feature, you can in tandem spend 3 Ki points to fire at creatures of your choice with a firearm that has a reload score of more than 2 and in a 15 feet cylinder centered at you, they must make a dexterity saving throw, or tale double damage on a failed save and half as much on a success. Expending all ammunition. The damage of this attack increases by an additional damage die when using one with the light weapon property.
Kill Zone. As an action you can spend 3 Ki points to make 1 separate attack against every creature within short range of your firearm equal to your proficiency bonus, and 2 additional targets when using one with the light weapon property. On a hit creatures take critical damage.
Magic Marksman
6th-level Subclass Feature
The damage dealt by your firearms ignores resistances and immunities to non-magical damage.
Deadly Shot
11th-level Subclass Feature
You can cause the firearm to deal extra dice damage to the target before it hits by spending 1 Ki point, plus an extra dice for each additional Ki point you spend up to your proficiency bonus. For each Ki point you expend, the attack gains a +2 to the firearms misfire score. You can use this feature only if you haven’t performed any gymnastic gunplay and once on each of your turns.
Zen Bullseye
17th-level Subclass Feature
If you make an attack roll with a firearm and miss, you can reroll it. Additionally if you have advantage on the roll, you can forgo the advantage to make an additional attack roll instead. You can only use one of these features per turn.
I've already tested and fleshed it out for a couple of days, thinking of the loop holes and missing wordings. All I need is criticism and your help to find whether there is something amiss in this subclass wording choice. Whether to nerf it or to buff (which is highly unlikely to buff).
Please Give me your thoughts and how to balance it? Thank you.
Way Of The Gun Fu
With the advent of advancing firearms technology, martial artists adapted these ranged weapons to create a portmanteau with guns and fighting styles. Having dedicated themselves to training in the utilization of such arms, emulating sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.The focus of Gun Fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand which is usually paired with jumping to the side at the same time, shots from behind the back, as well as firing while spinning around.
Bonus Proficiencies
3rd-level Subclass Feature
You gain proficiency in tinker's tools and firearms.
Gun Fu
3rd-level Subclass Feature
Also you gain the following benefits while you are wielding firearms that you are proficient with and you aren't wearing armor or wielding a shield:
Gymnastic Gunplay
3rd-level Subclass Feature
In addition you can perform martial feats of your choice with firearms once per turn, and then twice at 12th level, in addition if the ability requires a saving throw it uses your monk Ki save DC:
Requires 5th level:
Requires 7th level:
Requires 9th level:
Requires 11th level:
Requires 13th level:
Requires 15th level:
Magic Marksman
6th-level Subclass Feature
The damage dealt by your firearms ignores resistances and immunities to non-magical damage.
Deadly Shot
11th-level Subclass Feature
You can cause the firearm to deal extra dice damage to the target before it hits by spending 1 Ki point, plus an extra dice for each additional Ki point you spend up to your proficiency bonus. For each Ki point you expend, the attack gains a +2 to the firearms misfire score. You can use this feature only if you haven’t performed any gymnastic gunplay and once on each of your turns.
Zen Bullseye
17th-level Subclass Feature
If you make an attack roll with a firearm and miss, you can reroll it. Additionally if you have advantage on the roll, you can forgo the advantage to make an additional attack roll instead. You can only use one of these features per turn.
I've already tested and fleshed it out for a couple of days, thinking of the loop holes and missing wordings. All I need is criticism and your help to find whether there is something amiss in this subclass wording choice. Whether to nerf it or to buff (which is highly unlikely to buff).