Base Class: Monk
Way of the Gunslinger monks are equal parts warrior and craftsman. Gunslingers hone their bodies and their craft to the point where a firearm becomes an extension of their soul.
The First Path
When you choose this tradition at 3rd level, you gain the following benefits.
Firearms Proficiency. You gain proficiency with firearms, and firearms are considered monk weapons for you (see “Firearms” in the Dungeon Master’s Guide). You can also stow a firearm then draw another firearm as a single object interaction on your turn.
Gun Strike. You can make a melee attack against an opponent with a firearm as if it were an unarmed strike.
Defensive Stance. If you take the Attack action with a firearm, you can use your reaction and spend 1 ki point to add a +2 bonus to your AC until the start of your next turn. You can't use this feature if you are grappled, restrained, or incapacitated.
Quick Loader. You ignore the loading property of firearms.
Close Quarters Combatant. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a firearm.
Apprentice Gunsmith
At 3rd level, you gain proficiency with tinker's tools and smith's tools. You can use tinker's tools to craft Renaissance bullets and smith's tools to craft pistols and muskets for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything).
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
250 gp |
1d10 piercing |
3 lb. |
(30/90) |
||
|
500 gp |
1d12 piercing |
10 lb. |
(40/120) |
||
|
3 gp (10) |
— |
2 lb. |
— |
— |
The Second Path
At 6th level, you gain the following benefits.
Magic Firearm. Your ranged attacks with firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fast Draw. When you make an initiative roll, you can spend 1 ki point to add your Martial Arts die to the roll. If you are surprised at the beginning of combat, you can act normally on your first turn when using this feature. You can't use this feature if you are grappled, restrained, or incapacitated.
Guns Akimbo. When you take the Attack action and attack with a one-handed firearm that you’re holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you are holding in your other hand. You add your ability modifier to the attack and damage rolls of the bonus attack. You can also draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
Imbued Shot. When you hit a target with a ranged firearm attack, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once per attack.
Rapid Reload. You can spend 1 ki point to reload a firearm that has the reload property as part of the same action in which you fired it, provided that you have a free hand.
Journeyman Gunsmith
At 6th level, you can use tinker's tools to craft modern bullets and smith's tools to craft revolvers, hunting rifles, and shotguns for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
750 gp |
2d8 piercing |
3 lb. |
(40/120) |
Ammunition, reload (6 shots) |
|
|
1000 gp |
2d10 piercing |
8 lb. |
(80/240) |
Ammunition, reload (5 shots), two-handed |
|
|
500 gp |
2d8 piercing |
7 lb. |
(30/90) |
Ammunition, reload (2 shots), two-handed |
|
|
5 gp (10) |
— |
1 lb. |
— |
— |
The Third Path
At 11th level, you gain the following benefits.
Empowered Firearm. As a bonus action, you can expend up to 3 ki points to grant one nonmagical firearm you touch a bonus to ranged attack and damage rolls. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.
Unfailing Accuracy. If you miss with a ranged firearm attack roll, you can spend 1 ki point to reroll it and take the second result. You can use this feature only once per attack.
Master Gunsmith
At 11th level, you can use smith's tools to craft automatic pistols and automatic rifles for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
1000 gp |
2d6 piercing |
3 lb. |
(50/150) |
Ammunition, reload (15 shots) |
|
|
1500 gp |
2d8 piercing |
8 lb. |
(80/240) |
Ammunition, burst fire, reload (30 shots), two-handed |
The Final Path
At 17th level, you gain the following benefits.
Rapid Fire. When you make a ranged attack with a firearm that has the reload property, you can spend 1 ki point to fire an additional shot at disadvantage. All shots fired this way must be made against the same target. You can spend any number of ki points this way, until the firearm must be reloaded. This feature cannot be combined with burst fire.
Grim Resolve. Your ranged firearm attacks score a critical hit on a roll of 19 or 20. When you score a critical hit or reduce a hostile creature to 0 hit points on your turn, you regain 1 ki point.
Previous Versions
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