Base Class: Monk
"Stillness in motion. Precision in chaos."
You walk a path where ancient martial arts meet explosive modern force. Monks of the Way of the Lead Blossom channel their ki through firearms, blending disciplined movement with blistering speed and cinematic flair. Whether trained by a hidden monastery or forged on gritty streets, these monks turn every fight into a deadly dance of bullets and balance.
🌸Lead Blossom Initiate
You gain proficiency with firearms and tinker’s tools. You can maintain, repair, and reload firearms as part of your training.
Gunkata
You gain the Two-Weapon Fighting style, but only for one-handed firearms. This allows you to engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Point-Blank Mastery
You no longer suffer disadvantage when making ranged firearm attacks within 5 feet of a hostile creature.
Pistol Whip
You may use the flurry of blows feature even while holding firearms in both hands
Quick Draw
Starting at 3rd level, you have trained to handle firearms with seamless efficiency.
You can draw or stow a firearm at any time during your turn without using an action or your free object interaction.
Deadeye Stance
You can enter a focused gun-fu trance called Deadeye Stance as a bonus action by spending 2 ki points. This state lasts for 1 minute, or until you end it early (no action required). Maintaining Deadeye Stance requires your utmost concentration, if you take damage while in Deadeye stance you must make a wisdom saving throw the dc being equal you half the damage taken.:
- You score a critical hit on a 19 or 20 with firearm attacks.
- You ignore half and three-quarters cover when firing.
- You may make opportunity attacks with a loaded firearm (once per turn).
- You can use Bullet Arts.
- You Ignore the loading property
- When you reduce a creature to 0 hit points, you regain 1 ki point.
- Your firearms count as magical for the purposes of overcoming resistances.
- You can activate Deadeye Mode so long as you have enough key points to do so.
🎯 Bullet Arts
You learn to execute extraordinary techniques with your firearms known as Bullet Arts. These can only be used while in Deadeye Mode and cost ki points to activate (see below). You can use one Bullet Art per turn.
At 6th level, you know the following four Bullet arts:
| Name | Description | Ki Cost |
|---|---|---|
| 🔊 Trigger Trap | As an action, fire a delayed shot into a surface laying a trap at the chosen location. When a creature comes within 5 ft of the trap, it is triggered. The creature must make a Strength saving throw or take 2d6 force damage and is pushed 10 ft and knocked prone. On a successful save, they take half damage and aren’t moved or knocked prone. | 0 |
| ⚡ Booming Round | After hitting a creature with a firearm, force that creature and all others within 5 ft to make a Constitution save (DC = 8 + proficiency bonus + Wisdom modifier). On a failure: the creature is deafened and has disadvantage on its next attack roll. | 1 |
| 🐍 Serpent Step | After using two firearm attacks in one turn, you may move 20 ft without provoking opportunity attacks, then make one free pistol whip strike. | 0 |
| 🎯 Focus Target | Spend 1 ki point to add your martial arts die to the next firearm attack you make. If it hits, the next attack from any source against that target has advantage. | 1 |
| 💥 Recoil Launch | As a bonus action, fire downward or at a nearby wall to launch yourself up to 20 ft in any direction (including vertically). Enemies you pass through take bludgeoning damage equal to your Wisdom modifier and are moved to an adjacent space. This movement does not trigger opportunity attacks. | 1 |
🎯Advanced Bullet Arts
You’ve refined your supernatural techniques with bullets, unlocking three additional Bullet Arts:
| Name | Description | Ki Cost |
|---|---|---|
| 🎯 Angle Breaker Shot | Pick a point within the range of your firearm. The shot ricochets. Any creature within 20 ft of that point must make a Dexterity saving throw or take damage equal to your firearm's damage plus your martial arts die. Line of sight is not required. | 1 |
| 🔥 Bullet Bloom | As an action, fire in an arc at up to 3 creatures in a 15 ft cone. Roll separate firearm attacks for each creature. | 2 |
| 🕳️ Disarming Shot | After hitting a creature with a firearm, they must make a Strength saving throw or drop one held item of your choice. | 1 |
| 💣 Napalm Shot | Spend 2 ki points and make an attack with a firearm within range. On a hit, the creature must make a Dexterity saving throw. On a failure, they take fire damage equal to your martial arts die and are set on fire. While burning, they take 2d8 fire damage at the start of each of their turns until extinguished (can use an action or have an ally do so). | 2 |
| ⚡ Stunning Shot | Spend 2 ki points to focus your next shot. On a hit, the creature must make a Constitution saving throw or be stunned, as your bullet interrupts the flow of their ki. | 2 |
You now have access to all 10 Bullet Arts, and can use them freely while in Deadeye Mode, limited only by your available ki.
Bullet Flow
You are now the embodiment of perfect ki-gun harmony.
- You may use two different Bullet Arts per turn (you cannot use the same one twice).
- Deadeye stance no longer requires concentration
- While in deadeye stance you gain an additional attack action that can only be used to make one attack action with a firearm and you gain +2 bonus to AC.







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