Monk
Base Class: Monk

Monks that follow the Way of the Blicky find serenity in the perfect, precise art of firearm flighting. You have been trained in the Blicky while on horseback, to fire a firearm while blindfolded, and to pinpoint the wings of an insect in flight. As you attain peace and oneness with your bullet, no feat of gunfighting will prove to be beyond your grasp.

Two Gun Fighting

Starting when you choose this tradition at 3rd level, you gain a +1 bonus to attack rolls you make with Firearms.

You can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn, so long as these weapons are firearms and monk weapons. When you engage in two-gun fighting, you can add your ability modifier to the damage of the second attack so long as the firearm does not possess the Heavy property. If you somehow gain it later, this does not stack with the Archery fighting style.

Gun Kata

At 3rd level, you gain proficiency in firearms, which are considered monk weapons for you. Any ranged weapon attacks you make while within 5 feet of a hostile creature do not incur disadvantage. You now ignore the loading property of any firearm you wield. Also, you can spend ki points to use A Bulletstorm and Soul Shot features. At 6th level, you can make a ranged weapon attack to deliver a Stunning Strike.

Bulletstorm

Immediately after you take the Attack action on your turn to make a ranged weapon attack or an unarmed/monk weapon strike, you can spend 1 ki point to make two additional ranged weapon attacks as a bonus action.

Soul Shot

When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 Ki point to fire a soul bullet for the first attack. A soul bullet is a normal bullet of its type which ignores cover and deals additional die of Monk damage. Firing a soul bullet does not consume ammunition.

Stunning Strike

Can use one Ki point to shoot a stunning bullet that causes stunned. Stunning Strike when shot within 5 feet of the creature does not use ammo and goes through cover.

Gun Kido

Starting at 6th level, any firearm you wield counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Snapshot

At 6th level, you can use your blindingly fast reflexes to interrupt the actions of others with a well-timed shot. By spending 1 ki point and using your reaction, you can make a single attack against an enemy you can see within the range of your firearm during that enemy’s turn in response to that enemy making an attack or casting a spell. If the attack hits, the target has disadvantage on the next attack roll they make during that turn.

Gratata

At 17th level, if you make a ranged weapon attack on your turn and miss, you can immediately make another ranged weapon attack against the same target. You can only gain one additional attack during your turn with this ability.

Gun-Fu Technique

Starting when you choose this tradition at the 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Bulletstorm, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Constitution saving throw. If it fails, the creature 1d3 damage at the start of it's next turn.
  • It can’t take reactions until the end of your next turn.

Meditative Reload

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

The Kid

By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you can spend 1 ki point to gain blindsight with a range of 120 feet until the end of your next turn. At

17th level, you always have blindsight out to 30 feet.

Also, at 11th level when you score a critical hit with a firearm you immediately regain a point of Ki.

Lead Poisoning

At 17th level, you gain the ability to set up lethal shards of your bullets infused with your Ki in someone’s body. When you hit a creature with a ranged monk weapon, you can spend 3 ki points to leave the bullet inside their body infused with your Ki, which lasts for a number of days equal to your monk level. The shards are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Way Of The Blicky Image

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