Monk
Base Class: Monk

Mastery of the gun begins with small steps but ends with a legend. You may be a monk but sometimes, you need something to defend your self with a little range and the gun is perfect for that. As you begin your journey down this path you will start to master the art of the gun.

The Gun

Starting when you choose this tradition at 3rd level, you gain proficiency in small firearms. (Single handed guns; pistols, revolvers and the like).

They also count as monk weapons if used in as a melee weapon (bludgeoning damage) and only have disadvantage to hit within 5 ft.

You can also dual-wield pistols with proficiency.

Bonus Proficiencies

Expertise in acrobatics. Proficiency in Tinkers tools.

Dramatic Deflect Missile

Starting at 6th level, when you use your reaction to deflect missiles you can spend and additional Ki point to reduce the damage by 2d6 + Dexterity mod + monk level.

If you reduce the damage to 0 you shoot the projectile out of the air (expend one shot).

Master of The Gun

Starting at level 11, Your mastery of Guns allows you to spend 1 KI point to pull the trigger twice during a single attack action (This can only be done once per turn). Unfortunately the recoil has thrown your aim and imposes -5 to hit.

Your experience in ranged combat allows to predict when you are the target of a ranged attack that you can see.

Fatal Blow

From 17th Level, Deal a single attack in one round for 2 Ki point the target makes a constitution save DC 8 + Your Dexterity modifier + Your proficiency. If they succeed they take half damage if they fail they take 10d10 damage, and fall prone.

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