Base Class: Monk
Trained as a way of the Kensei monk, you displayed an unusual proclivity for firearms. Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons, but firearms are still considered unusual.
Kensei monks see their weapons as a way to express the art and precision of martial arts. As such, your guns are each a work of art as well. You hand-craft each fire-arm you use and display uncanny precision with these weapons.
Path of the Gunsei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. 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.
Kensei’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.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend two ki 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 ki 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 ki points to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend two ki 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 ki 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 grit 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 two or more ki 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 ki 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 ki into your custom firearms, 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 ki 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 Weilder
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 weild 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 ki. As a bonus action, you can expend up to 3 ki points to grant one gunsei firearm you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki 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 a ranged attack is made against you or an ally in your guns normal range, you can use your reaction to try and shoot it out of the air similar to using deflect missiles. You roll damage as you would for the gun + your monk level, and reduce the damage the attack would have inflicted by that amount.
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 Nov 4, 2023Hi. Any chance you can make this add the proper proficiencies when added to a monk class? Or i could do it for you if you like.