Monk
Base Class: Monk

Monks who choose to follow the Way of the Tranquil Bullet have become aware that using open-palm strikes and bo-staffs will no longer suffice to get the job done in this ever-changing world. Way of the Tranquil Bullet monks have learned to incorporate guns as an art to complement their martial arts techniques, acting as peacekeepers in an age of violence. When they are not studying and training in their monastery, they are wandering the world in search of those who need aid. Preferably, the kind that comes with a bang. Some of these monks however, may be dispassionate about how they choose to bring change. The law might not be as satisfactory to a monk as the quick justice of a bullet between the eyes of some evildoers. Thus, some monks who follow the Way of the Tranquil Bullet do so because they believe that they are the law, and they desire the power and surety of a firearm to enforce such a belief. However it is a monk may come to find the Way of the Tranquil Bullet, they all must master themselves and be at peace with delivering lead justice.

Point Blank Specialist

You gain proficiency with firearms. After studying the art of projectile weapons, you have found a way to increase the styles of gunfighting with your traditional style of fighting. Within 15 feet, you can use firearms as monk weapons. When using firearms, being within 5 feet of a hostile creature doesn't impose disadvantage on your firearm’s ranged attack rolls.

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

  Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier



Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one ki point while making a Charisma (Intimidation) check to gain advantage on the roll.



Dazing Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one ki point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Lightning Reload

When you use your Flurry of Blows you may reload your currently equipped firearms as a part of the bonus action.

Piercing Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more ki points to enhance the volatility of the attack. For each ki point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per ki point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.



Gunsmith

Upon reaching 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, modify firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Name

Cost

Ammo

Damage

Weight

Range

Properties

9mm (Palm Pistol)

10g

2g (20)

1d8 piercing

1 lb.

(40/160)

Light, magazine, reload 13

.40 (Pepperbox)

15g

4g (20)

1d10 piercing

3 lb.

(80/320)

Light, magazine, reload 11

5.56 (Rifle, automatic)

30g

5g (20)

2d8 piercing

5 lb.

(80/240)

Heavy, magazine, reload 24

.45 (Pistol, automatic)

40g

15g (15)

2d6 piercing

5 lb.

(50/150)

Light, reload 9

10 ga. (Shotgun)

50g

25g (5)

2d8 piercing

7 lb.

(30/90)

Heavy, reload 5

.50 (Bad News)

100g

50g (5)

2d12 piercing

9 lb.

(200/800)

Heavy, reload 1

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small creature to use effectively and typically require two hands to wield.

Magazine. Some firearms reload ammunition through an opening in the bottom called a magazine port. Magazines hold an amount of ammunition dependent on the firearm and only fit the firearm they are made for. Each firearm with the magazine property comes with one magazine (although others can be created or purchased at your DM's discretion). It takes one action to refill a magazine.

Reload. The weapon can be fired a number of times equal to its charges before you must reload.

Ammunition. All firearms require ammunition to make an attack. If materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. Four crafting checks to make ammunition are allowed per day.

Tier

Firearm

Cost (Gold)

Production

Time (Hours)

DC

I

9mm

2g

20

2

10

II

.40

4g

20

2

10

III

5.56

5g

20

2

13

IV

.45

15g

15

2

15

IV

10 ga.

25g

5

2

15

V

.50

50g

5

2

15

Trick Shots

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one ki point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one ki point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more ki points to enhance the volatility of the attack. For each ki point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one ki point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Lightning Reload

When you use your Flurry of Blows you may reload your currently equipped firearms as a part of the bonus action. 


Magic Bullets

 Upon reaching 6th level, your attacks with your firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cover Fire

At 6th level, your reaction time has increased tremendously. You are now able to use your Deflect Missiles feature if a creature within 20 feet of you is hit by a ranged weapon attack. If you reduce the damage to 0, you can immediately make a ranged weapon attack against the creature who attacked.

Inner Piece

At 6th level, you have further increased your prowess with firearms as an extension of your own body. Your effective range with firearms increases to 30 feet. You also gain the benefits of the dual wielder feat while using firearms. 

Art of the Draw

At 11th level, you gain +5 to initiative. Additionally, whenever you use the Extra Attack feature to make two ranged attacks, you can make a third ranged attack for free, the misfire score for this third attack is +2 for the weapon used to make the attack.

Critical Hemorrhage

Upon reaching 17th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn and must make a Constitution saving throw or be stunned until the end of your next turn.

Vicious Intent

At 17th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a ki point on a roll of 19 or 20 on a d20 attack roll. 



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