Base Class: Monk
For as long as weapons have existed, martial arts have incorporated them into their ways. This remains true for firearms as well. Deep in the Voreios Mountains, in the abandoned mines of Shalo, a monastic tradition of martial arts of old and the firearms the Vedalken invented is born. Using a sound, still mind and the deadly capabilities of this new weapon, the Tetragrammaton Clerics emerge as a force to be respected, and feared.
The Gun Kata
Starting when you choose this tradition at 3rd level, you gain proficiency with firearms.
Firearms are considered monk weapons for you, and you can reload them by using one of your attack actions, or as a bonus action.
Additionally, you can use your firearms in place of your unarmed strikes (this includes with fury of blows).
When you gain the Extra Attack feature, you may use either your firearm or your unarmed strike however you see fit.
You cannot apply stunning strike with shots from your firearms.
Everything Is a Weapon
At 6th level, you can dual wield one handed firearms (such as pistols, revolvers, etc).
If you are dual wielding, you get a +1 bonus to your AC.
Also, you can use your firearms as melee monk weapons (this can be used to apply Stunning Strike).
Prozium
At 11th level, you no longer have disadvantage for attacking within melee range with ranged weapons.
Additionally, as long as you are within 5 feet of two or more enemies, you may spend 4 ki points to use your reaction to gain advantage on attacks with your firearms, or to impose disadvantage on attacks made on you until your next turn. This only applies as long as 2 or more enemies are within 5 feet of you.
Equilibrium
At 17th level, you gain a true understanding of yourself and your firearms and can channel this cognizance into abilities you can use in and out of battle.
You can spend your action to end the effects of the stunned or the paralyzed conditions.
You can spend 10 ki points on yourself to apply the effects of the spell Mind Blank on yourself. This spell effect only lasts until your next short or long rest.
Additionally, you can use your action and 1 ki point per round of ammunition to attempt to empty one of your firearms into a single target. The creature makes a Dexterity saving throw and if it fails, you make an attack roll for each bullet currently in your firearm. If it succeeds, you empty your firearm and each shot misses.
Previous Versions
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