Base Class: Monk
As a disciple of the Gunsei monk tradition, you have shown a unique affinity for firearms. Gunsei Warriors dedicate themselves to the relentless training with their firearms until the weapon becomes a seamless extension of their being. Originating from a foundation in swordsmanship, the tradition now encompasses a variety of weapons, yet the inclusion of firearms remains a rarity.
For Gunsei monks, their weapons are a means to articulate the artistry and precision inherent in martial arts. In this vein, each of your firearms is also a masterpiece, meticulously handcrafted and wielded with extraordinary accuracy.
Gunsei Warrior
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of firearms. This path also includes instruction in the technical creations of clockwork devices. You gain the following benefits.
Gunsei Firearms. Any firearm you create counts as a monk weapon for you. You can make an unarmed strike while holding a one-handed gun using the butt of the weapon if it is a gun you crafted.
Trick Shot. You can take one Trick Shot from the Gunslinger list. You can spend two ki points to use this trick shot. For Trick Shots that can stack(such as violent shot) you can spend an additional ki point for each increase in your weapon. In addition, you learn a new trick shot when you reach 6th, 11th, and 17th level in this class.
Gunsei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Gunsmith. You gain proficiency with tinker's tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Proficiency
Starting when you choose this subclass at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Way of the Gunsmith
Upon choosing this subclass at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, 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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend 2 focus points 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 two focus points 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 two focus points to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend two focus points 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 two focus points 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 two focus points 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 two or more focus points to enhance the volatility of the attack. For the first two expended, the attack gains +2 to the firearm's misfire score and can roll an additional damage die if the attack hits. For each additional point expended, the attack gains another +2 to the firearm's misfire score and deals an additional damage die on a hit.
Winging Shot
When you make a firearm attack against a creature, you can expend two focus points 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.
One with the Gun
At 6th level, you extend your Focus into your gunsei weapons, granting you the following benefits.
Magic Gunsei Weapons. Your attacks with your gunsei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a gunsei weapon, you can spend 1 Focus 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 on each of your turns.
Dual Wielder
When you reach 6th level in this class, you gain the benefits of the dual wielder feat while using your gunsei firearms. You can dual wield one-handed fire-arms even if they lack the light property, and while dual-wielding you have a +1 to AC. Additionally, you can draw or stow two one-handed gunsei weapons when you would normally be able to draw or stow only one.
Tune the Gun
At 11th level, you gain the ability to augment your weapons further with your Focus. As a bonus action, you can expend up to 3 Focus points to grant one gunsei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Focus points you spent. This bonus lasts for 1 minute (or until you use this feature again). This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Bullet Counter
When you reach 11th level in this class, you gain the ability to counter attacks with your gunsei firearms. Should a situation arise where you could normally use deflect attacks or deflect energy, you may instead use your gunsei firearm, as long as the triggering attack is within your firearm's range. You then roll damage for the firearm plus your monk level, reducing the incoming attack's damage by that total. However, unlike with deflect attacks or deflect energy, you cannot redirect the attack.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
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Posted Jul 18, 2026I'm surprised to see so many upvotes on this. I did not create the original. This is an update for 5.5