Base Class: Monk
Monks of the Way of the Gun Fu follow a tradition that values rapid and precise hits from ranged weaponry while remaining fluid on the fields of battle. Few and far between are those capable of this however, as the master of Gun Fu only passes on his skills to one student each generation, as is tradition.
Close Quarters Ranged mastery
Starting when you choose this tradition at 3rd level, you gain proficiency in all ranged weaponry.
Within 15 feet, you can use ranged weapons as monk weapons and you replace attack bonus from Dexterity with your proficiency in Acrobatics.
You can also choose to expand 1 Ki point at the end of your turn to instantly reload all your weapons with the loading property.
Bonus Proficiencies
When you choose this tradition at 3rd level, you become an expert in the Acrobatics skill if you don’t already have it. Your martial arts technique mixes combat training with the grace of a dancer and the precision of an assassin. You also gain proficiency with Tinkerer's Tools if you don’t already have it.
Advanced Deflect Missile
Starting at 6th level, when you use your reaction to use Deflect Missiles, the damage from the attack is instead reduced by 2d6+Acrobatics + your monk level.
If you reduce the damage to 0, you can shoot the incoming missile with your ranged weapon to make ranged weapon attacks against 2 adjacent creatures. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Master of the Gun
Starting at level 11, Your proficiency in Gun Fu allows you to wield a third ranged weapon... somehow? You can spend 1 ki point to attack with this third weapon after each other attack you make.
Your mastery of ranged attacks allows you to better dodge ranged attacks! You can impose disadvantage on all ranged attacks targeting you after you attack with a firearm until the start of your next turn.
Master of the Fu
Starting from the 17th level, after making a weapon attack, until the beginning of your next turn, your AC becomes 10+Acrobatics+wisdom. Bonus AC from other sources do not stack. You choose which AC applies.
Previous Versions
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