Monk
Base Class: Monk

In addition to martial arts, you have trained extesnively in using firearms, knives, and other martial weapons. You are able to shoot at a distance, but are a force to be reckoned with in close-quarters as well. You function best, shooting in close range, and attacking in between shots.

Path of the Bullet

When you choose this tradition at 3rd level, your special martial training leads you to master the use of certain weapons. You gain the following benefits.

Skilled Marksman. You gain proficiency in firearms, and firearms are considered monk weapons for you. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Dodge Bullets. In addition to catching missiles, you can also use your reflexes to dodge bullets. You can use your reaction to add your proficiency bonus to your AC on any attack roll or saving throw from firearms. You can use this a number of times equal to your wisdom modifier per long rest.

Focus. You can spend 1 ki point on your turn to focus on your attacks. When you do so, any target you hit with an attack takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

 

Martial Weapons

At 6th level, you extend your training into martial weapons, granting you the following benefits.

Martial Arts Weaponry. When you use your flurry of blows or the bonus attack granted by the Martial Arts feature, you can do so using a melee weapon with the light property, or a thrown weapon.

Skilled Technique. When you use hit a target with the flurry of blows, you can impose one of the following effects on the target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.
  • It must succeed on a Strength saving throw or drop an object you choose.
  • It has disadvantage on any melee attacks it makes against you until the end of its next turn.

Split Bullets. If you are wielding a bladed weapon that doesn't have the light property, and you would be hit with an firearm attack, you can use your reaction and spend 1 ki point to split the bullet in half, arcing it around your body. If you do so, the attack misses. You can also redirect the fragments to up to two creatures or objects on the opposite side of you from the attack, using the same attack roll.

 

Quick Strike

At 11th level, you gain the ability to move quicker in combat. When you take the attack action, you can move up to 10 feet before each attack to an unoccupied space you can see. This movement does not count against the normal movement you can make each turn, and does not provoke opportunity attacks.
If you attack at least two different creatures  with the action, you can make one additional attack with it against a third creature.

Balance

At 17th level, your you further your abilities in both attack and defense. You gain the following abilities:

Vital Shot. You can spend 1 Ki Point to focus your attack on a vital part of the enemy's body. The next time you attack and hit a creature, the target must make a Constitution saving throw or the attack becomes a critical hit.

Brace. You are able to brace for incoming damage, reducing the impact.  You can use your reaction whenever you would take damage from an attack. You gain resistance to all of the attack's damage during this turn.