Base Class: Monk
At the pinnacle of law enforcement are the monks who follow the way of the gun, trained in the martial art of gun kata in a land in which both feelings and artistic expression are outlawed and citizens take daily potions to suppress their emotions. After accidentally missing a dose, the monk began to experience emotions, which made him question his own morality and moderate his actions while attempting to remain undetected by the suspicious society in which he lives. Ultimately, he aided a resistance movement using advanced martial arts, which he was taught by the very regime he helped to overthrow.
Through analysis of thousands of recorded gunfights, this monk has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The gun kata treats the gun as a total weapon, 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 accuracy will rise by no less than +2. The difference of no less than a +2 increased lethal damage makes the master of the gun katas an adversary not to be taken lightly.
Gun Kata
Enhanced Shots. You learn two enhanced shots of your choice, which are detailed under “Enhanced Shots” below. All of these shots enhance an attack in some way. Each use of an enhanced shot must be declared before the attack roll is made. You can use only one enhanced shot per attack.
Saving Throws. Some of your enhanced shots require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Enhanced Shots save DC = 8 + your proficiency bonus + your Dexterity modifier
Melee Master. A monk that follows the way of the gun has been trained in the art of melee combat, allowing proficiency with rapiers, dual wielding handguns as melee weapons, and use of a rapier and handgun simultaneously. All melee strikes while wielding firearms are considered unarmed strikes as a Pistol Whip.
Pistol Whip. A monk that follows the way of the gun uses deployable studs built into the grip of his one-handed firearms for melee combat. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Gun Kata. Upon choosing this tradition at third level, you gain the Gun Kata feat.
Gunsmith
Upon reaching 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, modify firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
| 9mm (Palm Pistol) | 10g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, magazine, reload 13 |
| .40 (Pepperbox) | 15g | 4g (20) | 1d10 piercing | 3 lb. | (80/320) |
Light, magazine, reload 11 |
| 5.56 (Rifle, automatic) | 30g | 5g (20) | 2d8 piercing | 5 lb. | (80/240) |
Heavy, magazine, reload 24 |
| .45 (Pistol, automatic) | 40g | 15g (15) | 2d6 piercing | 5 lb. | (50/150) |
Light, reload 9 |
| 10 ga. (Shotgun) | 50g | 25g (5) | 2d8 piercing | 7 lb. | (30/90) |
Heavy, reload 5 |
| .50 (Bad News) | 100g | 50g (5) | 2d12 piercing | 9 lb. | (200/800) |
Heavy, reload 1 |
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small creature to use effectively and typically require two hands to wield.
Magazine. Some firearms reload ammunition through an opening in the bottom called a magazine port. Magazines hold an amount of ammunition dependent on the firearm and only fit the firearm they are made for. Each firearm with the magazine property comes with one magazine (although others can be created or purchased at your DM's discretion). It takes one action to refill a magazine.
Reload. The weapon can be fired a number of times equal to its charges before you must reload.
Ammunition. All firearms require ammunition to make an attack. 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. Four crafting checks to make ammunition are allowed per day.
| Tier | Firearm | Cost (Gold) | Production | Time (Hours) | DC |
| I | 9mm | 2g | 20 | 2 | 10 |
| II | .40 | 4g | 20 | 2 | 10 |
| III | 5.56 | 5g | 20 | 2 | 13 |
| IV | .45 | 15g | 15 | 2 | 15 |
| IV | 10 ga. | 25g | 5 | 2 | 15 |
| V | .50 | 50g | 5 | 2 | 15 |
Critical Failure: Malfunction
On an attack roll using a firearm, any critical failures are considered malfunctions. Varying actions can be taken to clear the ammunition from the chamber to continue firing.
| Roll 1d10 | Repair Time | Malfunction | Description |
| 1 | Action | Out of Battery | Happens when the slide/bolt is not fully seated. |
| 2 | Action | Double Feed | Happens when a cartridge is in the chamber while another round chambers from the magazine. |
| 3-4 | Attack | Failure to Feed | Happens when a firearm fails to feed the next round into the firing chamber. |
| 5-6 | Bonus Action | Stovepipe | Happens when an empty cartridge case gets caught partway out of the ejection port. |
| 7-10 | Bonus Action | Dud | Happens when the trigger is pulled but the cartridge malfunctions. |
Rote Mastery: Gun Kata I
By the rote mastery of this art, your firing accuracy will rise by no less than +2. The difference of no less than a +2 increased lethal damage makes the master of the gun katas an adversary not to be taken lightly.
Enhanced Shots
These enhanced shots are presented in alphabetical order.
Counter Shot
As a reaction, you can expend one ki point to attempt to shoot and interrupt a creature in the process of casting a spell. On a hit, If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. The DC equals 10 + the damage of the shot. On a fail, the creature's spell fails and has no effect. On a success, the enhanced shot fails and has no effect.
Drop Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and drops one held object of your choice and that object is pushed 10 feet away.
Elemental Shot
When you make a firearm attack against a creature, you can expend 1 or more ki points to cause additional elemental damage. If the attack hits, you can roll additional damage die per ki point spent and choose any element as the attack's damage type.
The die begins as a d4 at level one. The die quantity changes as you gain Monk levels and the damage stays in line with the Martial Arts column of the Monk table (1d4 at level one, 2d6 at level 5, 3d8 at level 11, 4d10 at level 17).
Flat Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to topple a target. On a hit, the creature suffers normal damage and is knocked prone.
Force Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage is pushed 15 feet away from you.
Intimidating Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend 1 ki point to fire a ranged weapon while making a Charisma (Intimidation) check to gain advantage on the roll.
Penetrating Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to fire through multiple opponents. 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.
Sniper Shot
When you make a firearm attack against a creature, you can expend one ki point to gain advantage on the attack roll.
Stunnng Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and has disadvantage on attacks until the end of their next turn.
Quickdraw
At 6th level, 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.
Rapid Reload
At 6th level, any time during your turn, you can reload any firearm as a bonus action.
Rote Mastery: Gun Kata II
By the rote mastery of this art, your firing accuracy will rise by no less than +3. The difference of no less than a +3 increased lethal damage makes the master of the gun katas an adversary not to be taken lightly.
Violent Intent
At 6th level, you regain one ki point and firearm attacks score a critical hit on an attack roll of 19-20.
Wounding Projectile
At 11th level, whenever you score a critical hit on an attack with a firearm, the target suffers half of the damage from the attack at the end of its next turn.
Rote Mastery: Gun Kata III
By the rote mastery of this art, your firing accuracy will rise by no less than +4. The difference of no less than a +4 increased lethal damage makes the master of the gun katas an adversary not to be taken lightly.
Final Judgement: Execution
At 11th level, you may fire a headshot at an enemy within 5 feet of you that is sitting, kneeling, or prone. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the creature takes 6d10 + 40 piercing damage.
Murderious Intent
At 17th level, you regain one ki point and firearm attacks score a critical hit on an attack roll of 18-20.
Rote Mastery: Gun Kata IV
By the rote mastery of this art, your firing accuracy will rise by no less than +5. The difference of no less than a +5 increased lethal damage makes the master of the gun katas an adversary not to be taken lightly
Previous Versions
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9/25/2020 10:13:30 PM
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