Monk
Base Class: Monk

 

"Each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly."

 

From: Equilibrium

Level 3: Gun Kata Initiate Training

Starting at level 3 you gain proficiency in firearms lacking the two-handed or heavy traits. These firearms do not count as Monk weapons and may not be used for Monk abilities outside of the abilities gained from this subclass.

 

Additionally, thanks to your training in reading and predicting your opponents actions and reactions you gain proficiency in Insight and may spend a Ki Point to have Advantage on Insight(Wisdom) rolls to determine a creature's possible reaction to your action.

Guns Akimbo Training

At level 3 your training makes your firearms an extension of your body.  

You may use a one handed firearm in each hand. This is not considered dual wielding.

You may make use a one handed firearm as a melee weapon as if it were a melee monk weapon instead of an improvised weapon, using your Unarmed Damage dice (pistolwhip.)  

Firearms used as melee weapons benefit from their own magical bonuses and do not stack with items that benefit Unarmed Damage (ie: Wraps of Unarmed Prowess.) This benefit extends to allow Bonus Damage (ie: Dragon's Wrath Bonus Damage) to be applied to the melee attack.

You may make a single Unarmed Strike as a Bonus Action if you use your firearms in your Attack Action.

Gun Kata Training

At level 6 practicing and honing your skill at predicting enemy movements and locations through the Gun Kata has now become second nature to you. On your turn when you take the Attack Action you may spend 2 Ki Points to gain Blind Sight of 10' until the start of your next turn as you relax and let your muscle memory and training take over.

Soft Spot Targetting

Also at level 6 you may spend 2 Ki points to use your Stunning Strike with your one handed firearms provided the target is within short range distance. You may only do this once per turn.

Ki Powered Shot

At level 6 your attacks with your one handed firearms, both melee and ranged, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 11: Flurry of Bullets

At level 11 you can now aim and pull the trigger without thought, allowing the following:

You can use your Flurry of Blows with your one handed firearms instead of an Unarmed Attack provided all attacks are made against a single target within 10 feet of you. 

You can spend 2 Ki points to use your Action to make one ranged firearm attack from your one handed firearms against every target you can see within 10 feet of you with a maximum number of targets equal to the remaining bullets you have in both of your currently wielded one handed firearms. You may not reload during this attack, nor may you use your Flurry of Blows ability in the same round that you use this ability.

Level 17: Bullet Time

At level 17 your mind and body now work in perfect sync with each other. Your training allows you to predict enemy placement and angles of attack. As a reaction you may spend four Ki Points you gain the following benefits until the start of your next turn provided you are not paralyzed, incapacitated, stunned, unconscious, or had your speed reduced to zero:

Advantage on attacks and attacks made against you are at a disadvantage.  

Advantage on Dexterity Saves

You recover 1 Ki Point when you roll a 20 on a D20 for an Attack Roll or a Saving Throw, or when you reduce a creature's Health to 0 Hit Points or less.

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