Base Class: Monk
Monks of the Way of the Marksman train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of new and volatile weaponary, the tradition has expanded to include many different types of firearms.
A Marksman sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the marksman views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a marksman's combat effectiveness, but a side effect of intense devotion, practice, and study.
Path of the Marksman
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Marksman Weapon. You have a special component that you can attach to a weapon of your choice to help you channel your focus. When you reach 6th, 11th, and 17th level in this class, you can integrate the component further into the weapon, increasing the weapon's abilities and efficiency.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a marksman weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Hold Breath. You can use a bonus action on your turn to make ranged attacks with advantage until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
Stunning Shot
At 6th level, you extend your ki into your marksman weapons, granting you the following benefits.
Magic Marksman Weapons. Your attacks with your marksman weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Shot. When you hit a target with a marksman weapon, you can spend 1 ki point to cause the weapon to stunned. stun a creature you targeted if it fails a CON saving throw (DC {{savedc:wis}})
Zeroing In
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one marksman weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for until combat ends (you can only Zero In to a specific range that you specify before attacking).
Trick Shot
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.







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