Monk
Base Class: Monk

Completely geared around mastery of the handgun, this form makes a firearm truly an extension of the user. Students are only taught the basics of surviving a gunfight: stay constantly moving, fire till your opponent is dead (preferably from as close a distance as possible), count your shots, when you are out don't hesitate to find another weapon instead of taking the time to reload yours (the dead guy on the floor won't be needing his anymore right). If you are hit don't think about it till you're dead or your enemies are, never panic and above all keep your opponent on the defensive. Once a student has learned the basics the only way for him to advance in his art is through combat, so beginners don't stay beginners long, they are either killed or they become better. A master is a truly magnificent sight in a gun battle.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with firearms if you don’t already have it and they are monk weapons for you. You also gain proficiency with tinker’s tools if you don’t already have it.

Guns Akimbo

At 3rd level, you learn how to use two pistols effectively in combat. You can use two-weapon fighting with one-handed firearms and can draw or stow two one-handed firearms when you would normally be able to draw or stow only one. In addition, you can make unarmed strikes while wielding one-handed firearms.

Heightened Reflexes

At 6th level, you extend your ki into your firearms, granting you the following benefits.

Magic Firearms. Your attacks with firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Trigger Discipline. When you make an attack with a firearm against an enemy within 5 feet add your proficiency bonus to the damage it deals on a hit.

One with the Gun

At 11th level, you gain the ability to augment your pistols further with your ki, granting you the following benefits.

Blazing Flurry. When you use your Flurry of Blows, you can use one-handed firearms to make ranged weapon attacks.

Stunning Shot. When you hit a creature with an attack with a one-handed firearm, you can spend 2 ki points to attempt a stunning shot. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Forceful Confiscation. On your turn, when you score a critical hit with an unarmed strike against a creature that is wielding a firearm or reduce a creature that is wielding a firearm to 0 HP with one, you can spend 1 ki point to stow your weapons, take their weapon, and make one ranged weapon attack.

Bulletstorm

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Comments

Posts Quoted:
Reply
Clear All Quotes