Base Class: Monk
Basic feature overview
Path of the Gunpowder Soul
3rd-level Way of the Gunmetal Nomad
Path Weapons:
At the 3rd level (and 6th) choose one type of firearm to Mark as your Path Weapon and gain benefits when wielding that type of weapon. Path Weapons are monk weapons for you. Melee attacks with Path Weapons count as Unarmed Strikes. When you reach the 11th level you may change the weapons of your Path (And again at 17th level). Benefits of each Path are:
- Pistols: Ki-Charged: As an Action or a Bonus action, you can choose to channel 1 point of Ki into this weapon, removing the loading, reload and ammunition properties for 1 minute. For the duration, this weapon counts as magical and attacks with it use your Martial Arts die when determining damage (And do not consume ammunition). Gung-Ho: You can draw or stow this weapon before and after an attack.
- Muskets: *Deadeye: Before you attack with this weapon, you can choose to inflict a penalty to the attack roll equal to half your Proficiency Modifier, rounded up. If the attack hits, add a number to the damage roll equal to double your Proficiency Modifier. Gung-Ho: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapon attacks ignore half and three-quarters cover. (At the 6th Level) Keen Hand: At the start of your turn, you can expend 1 Ki Point to ignore the Loading property of this weapon until the end of your turn.
- Revolver [Optional] 6th Level Choice : Bullet Rain: You must have one free hand to use this feature. Before you perform a ranged weapon attack with this weapon you can choose to expend 1 Ki Point to attack one creature within 10 feet a number of times equal to the amount of shots remaining. Each attack is made with a penalty of -3 to attack. Gung-Ho: You can draw or stow this weapon before and after an attack.
- Hunting Rifle [Optional] 6th Level Choice : *Halting Shot: Before you perform a ranged weapon attack with this weapon you can choose to expend 2 Ki Point to activate this effect. On hit, the target must succeed a Constitution (DC 8 + your proficiency + your Dexterity) save or become Paralyzed until the end of your turn. You can use this feature once per turn. Gung-Ho: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapon attacks ignore half and three-quarters cover.
*Note on Optional weapons. If the DM/Setting allows. I have provided updated stats for these firearms, as I feel that as they are represented in the DMG they do too much damage. These changes make firearms more consistent with reality. If your DM does not allow the alternate weapons you can choose to swap Deadeye for Halting Shot.
Gunkata First Step: Being within 5 feet of a hostile creature while wielding your Path Weapon doesn't impose disadvantage on your ranged attack rolls.
Blackpowder Ascetic: You gain proficiency in the Perception skill and your choice of either Sleight of Hand or Survival. You gain proficiency with Firearms, as well as Tinker’s Tools and one Gaming Set of your choice.
(*Note here about Deadeye. I’ve added this because WotC have removed Sharpshooter and I think the interaction between SS and the optional Monk features is just too cool. So I've added it here. I’ve made it scale a bit to make it so you don’t feel like you have to take that dip into Fighter.)
Sleight of Hand
Adds proficiency in the Sleight of Hand Skill.
Survival
Grants proficiency in the Survival Skill.
Dao of the Trigger
3rd-level Way of the Gunmetal Nomad feature
Gunkata Second Step: Your Flurry of Blows and Patient Defense gain the following options:
- Flurry of Blows: When using Flurry of Blows, you may replace any Unarmed Strike with an attack from a one-handed Path Weapon.
- Patient Defense: When using Patient Defense, you can choose to expend 1 additional Ki Point to focus on one creature you can see and determine the range of that creature’s Armor Class: Pitiful (<10), Low (10-12), Average (13-15), High (16-18) or Excellent(19+).
Daostep: Before using Flurry of Blows to attack a creature of medium size or larger, you can impose a penalty on each Unarmed Strike’s attack roll, equal to half your Proficiency Modifier, rounded up. If the attack hits, the target must make a Wisdom saving throw against your Ki save DC. On a failed save, you regain 1 expended Ki Point. Ki Points regained are doubled on a Critical Hit.
Steps of the Gung-Ho Gun
6th-level Way of the Gunmetal Nomad feature
At the start of your turn select one of the following features and gain its benefits until the start of your next turn:
Gunkata Third Step: As a Bonus Action, you may enter a defensive stance. While in this stance, as long as you have taken no other reaction this round, you can expend 1 Ki Point to use Deflect Attacks without using your reaction. Additionally, when using Deflect Attacks you can expend 1 Ki Point to make an Unarmed Strike against the creature that attacked you if it's within range. *(If not using UA Monk’s Deflect Attacks: While in this stance attacks made against you have disadvantage. Additionally, you can expend 1 Ki Point to make an Unarmed Strike against any creature that attacks you if it's within range.)
Greater Ki Caliber: The first Ki point spent each turn provides 10 feet of blindsight and one of the following effects until the start of your next turn:
- Your next attack gains advantage and has its Critical Hit threshold reduced to 18
- Your next attack using Ki counts as magical and gains an additional Martial Arts die to its damage roll for each Ki Point expended on the attack.
Level: Ballistic Enlightenment
Bullets of Fate: When attacking with a ranged firearm attack you can bend (5 feet perpendicularly per 15 feet of travel) and ricochet the attack off of creatures and terrain (up to 2 ricochets) to hit another target at impossible angles. Targets of ricocheted attacks must attempt a Dexterity saving throw (DC 10 + your Dexterity modifier). If they succeed the attack misses and no further ricochets may be attempted. You can use this feature once per turn.
Deadshot: As a Bonus Action, you can guarantee your next ranged attack roll on the current turn is a Critical Hit. You can use this Bonus Action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. You can use this feature once per turn.
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Posted Apr 15, 2024Here's the updated stats for the Revolver and Hunter's Rifle:
The options in the DMG are too OP and it really doesn't make much sense. The main benefit of these weapons should be the ease of firing multiple times in a turn, not a straight double damage increase. Both from a balance perspective and a realistic one. Firearms of the renaissance era shot massive rounds. Any extra damage from something of the 19th century would be negligible. Which I simulated by just making the damage more consistent.