Base Class: Monk
Those who have lived in the monasteries, taught in combat and research, and trained in the martial arts have come and seen the changing world, with its new ways of war. Many reject the new battle of gunpowder and rifles, yet some see these as opportunities, and merge their close-quarters prowess with the accuracy of trained riflemen. These heroes seem to effortlessly weave through storms of lead, and return with fists and bullets in kind.
Gun-fu Beginnings
When you choose this tradition at 3rd level, your personal martial arts lends toward the use of firearms, in both attacking and defending. You gain the following benefits:
Close Quarters Firefights. You are proficient with firearms, and they become monk weapons for you. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a firearm, and drawing or stowing a firearm does not count against the number of times you can interact with an object per turn.
Gunslinger’s Ki. You can use your Ki to enhance your mobility and firearm prowess in the chaos of battle. When you use one of the following abilities using your Ki, you can choose the alternative or gain the additional benefits listed below:
Flurry of Blows. You can make an attack with your firearm instead of making two unarmed strikes.
Patient Defense. You can choose to reload a firearm of your choice in addition to dodging.
Step of the Wind. You gain half-cover, and can use Deflect Missiles once without expending your reaction, until the end of your next turn.Disciple of Mechanics
The 3rd level, you gain proficiency with Tinker’s Tools, and can use Wisdom in place of Intelligence for checks made with Tinker’s Tools.
Supernatural Firepower
At 6th level, you extend your Ki into your firearms, granting you the following benefits:
Magic Guns. Your attacks with firearms count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Called Shots. You can use your Ki to strike at an enemy’s weak spots, granting you benefits when firing. Upon landing an attack with a firearm, you can expend a Ki point to inflict one of the following effects, given the specific prerequisites. You can only make a Called Shot once per turn.
Dazing Shot. The target must succeed on a Constitution saving throw equal to your Ki Save DC or be stunned until the end of your next turn.
Sensory Blast. If you are within 5 feet of your target, your target must succeed on a Constitution saving throw equal to your Ki Save DC or be under the effects of the Blindness/Deafness spell (you choose blindness or deafness). The target can make additional saves at the end of each of its turns, which are at advantage.
Hemorrhaging Shot. You may roll a Martial Arts die and add that to the damage of the attack.
Crippling Shot. The target’s speed is halved until the end of it’s next turn. If the target is flying, they must succeed on a Dexterity saving throw or fall prone.
Exploding Attacks
At 11th level, you infuse both your melee strikes and firearms with explosive powder. When you roll damage for an attack with an unarmed or a firearm, if you roll the maximum number on a die, you can roll a Martial Arts die and add that to the damage of the attack. This effect is also applied to the dice rolled with this ability, as well as dice rolled by Hemorrhaging Shot.
Spiritual Barrage
At 17th level, your Ki manifests itself as bullets in your hand at the moment you need them, and your familiarity with your weapon allows you to fire faster than even the most trained gunslinger.
Ki Bullets. You can automatically reload a gun at the beginning or end of your turn, and the bullets you reload with now do not have to be made or purchased, being manifested by your Ki.
Focused Fire. If you cause a misfire on your weapon, you can spend a number of Ki points equal to the firearm’s misfire score to negate the misfire.
Storm of Bullets. As an action, you can spend 3 Ki points to fan the hammer of your weapon, making a number of attacks equal to the bullets remaining in the weapon. For each attack made after the second attack, your attack bonus decreases by one, and the misfire score of the weapon increases by one. If a misfire occurs during an attack, no more attacks take place with this ability even if negated by Focused Fire.






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