Base Class: Monk
Those who follow the way of Gun-Fu are masters of close-quarters gunplay. It is a tradition that values quick and clear-cut hits from both melee and ranged weaponry while remaining fluid in combat. The path of close quarters gunfighting is challenging and it requires a calm mind able to focus in the most strenuous of situations. Very few are able to achieve this level of calm thinking.
Proficiency - Firearms
When you choose this tradition at 3rd level, you gain proficiency in firearms.
Gun-Fu Techniques
When you choose this tradition at 3rd level, you gain proficiency in firearms. You also know your guns inside out. By spending 1 hour and 10 gold pieces, you are able to mend any damage to your guns and repair any broken parts. Finally you gain the following benefits:
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with firearms.
• Within 15 feet, you can use firearms as monk weapons and even alternate between melee strikes and ranged attacks within the 15 feet range. When you use your firearms within a 5 foot range to make a strike you use your martial arts die for damage and the weapon is considered bludgeoning.
• You are able to craft ammunition for them. By using gunpowder, other necessary resources, 2 gold and 1 hour, you can craft 20 ammo of any kind for your guns.
Master of the Gun
Upon reaching 6th level, you learn how to quickly reload your firearms or attempt to fix a jammed gun. You can spend 1 ki point to either reload or attempt to fix a misfired (but not broken) magazine or tube-fed firearm by using your interaction as part of your normal action.
Counter Mastery
At 11th level, as a reaction when an enemy targets you with a melee, ranged, or ranged spell attack roll, you can spend 1 ki point to make a single ranged weapon attack with a firearm against the attacker.
Lead Firestorm
At 17th Level you can use your action to spend 4 ki points, choose between a 60ft cone in front of you, or a 30ft radius centered on you. All hostile creatures within the area must make a Dexterity Save (DC= 8 + Wisdom modifier + Proficiency Bonus) or take 5d8 + your Monk level in piercing damage, half on a success, as you cycle through all of your weapons and unleash every round within them. Creatures behind cover have advantage on the save, and creatures with full cover suffer no damage.
Additionally you can spend another 2 ki points to add 2d8 to the damage.
Previous Versions
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9/15/2020 5:21:47 PM
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10/14/2020 8:46:11 PM
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