Monk
Base Class: Monk

Although most monks are deeply traditional, some embrace new developments in weapon technology.  Monks of the way of the Brimstone are masters of using firearms both up close and at a distance.  They unleash devastating barrages of bullets upon their enemies and use their lightning fast reflexes to retaliate before an attack has even been made.

Firearm Mastery

Starting when you choose this tradition at 3rd Level, you become a master of Firearms and get the following benefits:
               -You get proficiency in Smith's Tools, Tinkers Tools, and Alchemist supplies.
               -You become proficient with the Pepperbox Pistol and the Dragoon Pistol.
               -Being within 5ft of a creature doesn't impose disadvantage on your ranged attack rolls if you are wielding a one-handed firearm you are proficient in.
               -You can use 15ft of your movement to reload your firearm.

Distracting Shot

At 3rd level you learn to use the smoke, sound, and shock a firearm produces to gain the upperhand in combat. After you successfully hit a target within 5ft of you, you can spend a Ki point to produce the following effects:
                -You gain advantage on attacks made with your flurry of blows feature against that target until the end of your turn.
                -The Target had disadvantage on attacks against you until the beginning of your next turn.

Flurry of Bullets

At 6th level you learn to fire and reload your weapon with uncanny speed. You can spend 2 Ki points to make two ranged attacks with firearms as a bonus action. You ignore the reload property of firearms you are using for those attacks and reload all firearms you are wilding as a free action directly afterwards.

Preemptive Shot

Additionally at 6th level you gain the ability to predict enemy's actions and react immediately. As a Reaction, when a creature uses its attack action against you, you can spend 1 Ki point to perform a ranged firearm attack against that creature. If your attack hits, the creature automatically misses its attack and if it is holding a weapon or an object they used to make the attack with in one of its hands it must succeed a strength saving throw or be disarmed and have its weapon thrown 10ft away from it. The Dc equals to 8+ Your Dexterity Modifier + Your proficiency modifier.

Zen Marksmanship

At 11th level you gain the ability to concentrate and use your Ki to guide your bullets through the air. When you make a ranged firearm attack, you can spend 1 Ki point to make the attack especially precise. An attack made this way gains the following benefits:
      -You gain advantage on the attack
      -Attacking at long range doesn't impose disadvantage on your ranged firearm attack rolls
      -Your attack score a critical hit on a roll of 19 or 20.
      -Your attack ignore half and three-quarters cover.

Its High Noon!

At 17th level you gain the ability to become a whirlwind of fire, smoke and bullets. As an action you can spend 5 Ki points to make an attack against any number of creatures you can see within 60ft of you. you ignore the reload property of your firearm for this action and any successful hit is considered a critical.