Base Class: Monk
Monks who follow the Way of the Thundering Barrel eschew traditional martial arts in favor of a more explosive and unconventional approach. These gun-toting monks blend the precision of their martial training with the raw power of firearms, becoming deadly marksmen on the battlefield. Trained in ancient gunsmithing techniques passed down through secret lineages, these monks wield firearms as extensions of their own bodies, seamlessly incorporating them into their disciplined combat style.
Bonus Proficiencies
3rd level feature
Your practice of gunning down enemies has begun. You gain proficiency with firearms and tinker tools. You can use your Wisdom modifier in place of Intelligence modifier to use tinker tools.
Point Blank
3rd level feature
You have learnt that its close quarters where your techniques with firearms work best. The range of all firearms is reduced to 30 ft. for you, with no long range. When you hit with an attack using your firearm, you can roll your martial arts die and add it to the damage.
Additionally, you can use the recoil of your firearms to your advantage. Once a turn, when you attack with a firearm, you may immediately be pushed up to 10 ft. In the opposite the direction of the target (this movement will not provoke an attack of opportunity). Your firearm attacks count as ranged unarmed strikes for the sake of class features and boons, not items.
Interrupting Shot
6th level feature
Your lightning reflexes are able to parry any kind of attack with ease. When you are hit by an attack, you may spend 1 Ki point to use your reaction to counter the incoming attack with a firearm you are wielding. Make a contested attack roll, expending ammo as normal. If your attack roll is higher than the incoming attack, that attack misses. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a short or long rest.
You can also target vital points on your foes while up close and personal, and daze them momentarily. If you are within 5 ft. of your target, you can replace one of your attacks with a special firearm attack. This attack deals 0 damage and cannot be increased in any way, on a hit you can apply your Stunning Strike feature, inflicting the target with disadvantage to the saving throw.
I Can Punch My Bullets
6th level feature
Your tactics befuddle many, but hey, if it works it works. When you make an attack using a firearm, you may spend 2 Ki points and expend your reaction to punch the bullet you shoot. The range of that attack is increased by 10 ft. and upon a hit, each creature within 5 ft of the target must make a Dexterity saving throw (against your Ki save DC). On a failed save, they also suffer the damage of the attack and are pushed 10ft. away from the target. On a success, they take half damage and are not pushed.
Bullet Time
11th level feature
Experts in firearms know how to focus their aim accurately. As a bonus action, you may spend 1 Ki point, to become hyperfocused, perceiving time around you to slow. You gain advantage on all attack rolls made with firearms for this turn.
Alternatively, when you reload your firearm, you can spend 2 Ki points to gain advantage on all attack rolls made with firearms for this turn.
Firearm Fighting Style
11th level feature
Upon reaching this level you select a fighting style based on the firearm you use. (you may change this fighting style when you reach levels offering an ASI).
Deadeye
When wielding a two-handed firearm, you gain +2 to attack rolls with that firearm. Additionally, you can reload the firearm as part of your Flurry of Blows.
Desperado
When wielding a one-handed firearms in each hand, you gain a +2 to your AC. Additionally, when your firearm is not loaded, you can swap the firearm with an equipped loaded firearm as a free action. The stowed firearm is automatically reloaded as part of this action.
Duelist
When wielding a one-handed firearm in one hand and no other weapons, you gain a +2 to damage rolls with that firearm. Additionally, you can spin your firearm with flair. As a bonus action, you can mark a number of targets within range equal to your Wisdom modifier. The next attack you make with a firearm ricochets between all the targets. Make a separate attack roll against each of the targets. On hit, it does damage equal to one roll of your martial die instead of your regular damage.
Deus Ex Machina
17th level feature
As a bonus action and by spending 5 Ki points, you can channel the Broken Gunslinging Messiah within you. You gain the following benefits for one minute or until you fall unconscious.
- When you use Flurry of Blows, you can make 3 attacks instead of 2.
- The first time you use Stunning Strike on your turn does not cost Ki points.
- Your critical threshold is lowered by 1.
Once you use this feature, you cannot use it again until you take a long rest or expend 10 Ki points to activate this feature again.
Ricoshot
17th level feature
As part of an attack action or when activating your Flurry of Blows feature you may (as a free action) throw up to four gold coins in the air. You may use these coins to ricochet your bullets at a target. Each coin adds 4 damage to the attack and subtracts 2 from the attack roll. A single attack may benefit from any number of these ricochet coins (up to 4). You may only activate this ability once per attack action, and once each time you activate Flurry of Blows. Obviously, using this ability destroys the gold coins, and they must be removed from your character sheet after use.
Each coin costs 1 gp.
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