Monk
Base Class: Monk

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. Most warriors spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics, in much the same way a calligrapher or painter regards a pen or brush. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with these trials.The Order of Ruby Sails from clan Percival, the first to create, and deftly wield, the first firearms even made it possible to use them in this way however they have deviated slightly from it and adopted some form's from the modern gunslinger. Using experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force and unlike traditional weapons these have not been perfected and thus one must create the art rather than master it. 

Through creative innovation and immaculate aim, you become a force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of beauty, precision, fire, and metal call to you, keep your wits about you, hold on to your convictions,and let skill meet KI to guide your bullets to strike true. That such innovation makes a Gunsei a peerless warrior is but a side effect of intense devotion, practice, and study.

 

Path of the Gun Saint

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 deft strokes of Gunsmithing. You gain the following benefits.

Gunsei Firearms- Any firearm 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, and any two handed firearm is considered a [weapon] Quarterstaff [/weapon] if used in melee for you.

Trick Shot - You can take one Trick Shot from the Gunslinger list. You can spend two ki points to use this trick shot. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. 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. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Gunsei’s Shot - You can use a bonus action on your turn to make ranged attacks with a Firearm deal an extra 1d4 damage of the weapon’s type until the end of the current turn. (may need work-shopping)

Firearm Proficiency - Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

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.

One with the Gun

At 6th level, you extend your ki into your Firearms weapons, granting you the following benefits.

Magic Gunsei Weapons. Your attacks with your firearms 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 Firearm , 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.

Quickdraw

When you reach 6th level in this class, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

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 kensei weapon 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.

Rapid Repair and Reload

When you reach 11th level in this class, you learn how to quickly attempt to fix a jammed gun. You can spend a Ki point to attempt to repair a misfired (but not broken) firearm as a bonus action. You can also reload any firearm as a bonus action, or spend a Ki point to reload as a reaction. You don't need a free hand to reload a non-two handed firearm. 

Art of the Gun-Slinger

you can now make attacks with light firearms, in place of your unarmed strikes. You regain 1 expended Ki point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You gain a bonus of +2 AC while using a two handed firearm if the weapon is in your hand and you aren’t incapacitated

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll that is not a misfire using a firearm on your turn, you can reroll it. You can use this feature only once on each of your turns.

The Art of the Gun Saint

When you reach 17th level in this class, 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. You can also now never brake a gun by repairing a misfire.  You can now make attacks with non two-handed firearms, in place of your unarmed strikes. The bonus to AC for now wielding two handed firearms is now equal to your wisdom mod. 

Trick Shots

These trick shots are presented in an 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 one grit 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 Ki 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 Ki to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend Ki 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 Ki 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 Ki 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.

Shoot Missiles

You can use your reaction to shoot a missile out of the air when someone in range is hit by a ranged weapon attack. When you do so, the damage taken from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. 

Stunning Shot

You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a firearm attack, you can spend 2 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. (this is the only Trick shot that can be {or rather must be} declared after the attack roll, and stack with other trick shots) 

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 each grit 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 grit 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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2020 12:58:29 PM
4
0
.1
Coming Soon
2/24/2020 5:00:00 PM
10
0
--
Coming Soon
2/24/2020 5:22:59 PM
9
0
.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes