Once per turn, if you miss with an attack roll using a monk weapon on your turn, you can reroll it.
Piercer: Critical Hit
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Piercer: Reroll Damage
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
Magic Kensei Weapons
Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity.
Deft Strike
Once on each of your turns, when you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal 1d10 extra damage to the target.
Focused Aim
When you miss with an attack roll, you can spend 1-3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +25. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles Attack
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by 100.
Kensei's Shot
You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.
Multiattack. Claudius makes two Revolver attack.
Revolver. Ranged Kensei Weapon Attack: +13 to hit, reach 40/120 ft., one target. Hit: 15 (2d8 + 7) Piercing damage.
Deflect Missiles. Reduce a ranged attack against you by 30 (1d10 + 25)
Deflect Missiles. Ranged Martial Attack: +11 to hit, reach 40/120 ft., one target. Hit: 15 (1d10 + 5).
When ever Claudius lands a successful hit with his Revolver, you use one of the five spells to infuse the bullet with. Claudius' Spell attack is +11, DC19, Spell Damage +5
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