Base Class: Monk
Perhaps the name mage is deceptive. After all, the Ironbear and Frostwolf clans are hardly mages. Certainly, magic flows through their veins, along their arm, into their trigger fingers, and through their fire arms. But this magic is not the magic of the cloistered wizards of Morin or the stalwart abjurers and Expert Forgers of Durin or Elven Mages of Woodland realm Nor is it powered by the elementals who built Grand Casar. But their magic is the true magic: the magic of self, fueled by the purest existence.
Forbidden to use magic by their masters, the clan members were instead rewarded the pistol, a weapon invented centuries after Liberation to defend against threats. The first pistol was built by Cabal Ironbear and Gunter Frostwolf.
Path of the Gun
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of firearms. You gain proficiency with firearms if you don't already have it and these weapons are monk weapons for you. You also gain the following benefits:
3rd-level Way of the Gunmage features.
- Stalwart Shooter.
You ignore the loading and reloading properties for firearms with which you are proficient with as long as you have a free hand.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one. As a bonus action you can spend a Ki point to make one attack with a firearm you are proficient with.
- Intuitive Gunsmith. You know mending cantrip and wisdom is your spell casting stat. You gain proficiency with Tinker's tools. When you make a Tinker's tools check, you can add a d4 to the roll.
Ki Aim
3rd-level Way of the Gunmage features.
Ki Aim. Beginning at 3rd level, as a bonus action, you can double your proficiency bonus on the next ranged weapon attack you make using a firearm before the end of this turn.
Bonus Proficiencies. Also at 3rd level, you gain proficiency in smith's tools or leatherworker's (your choice).
Quick Draw Marksman
6th-level Way of the Gunmage feature
Quick Draw. During the first round of combat, if your initiative roll is equal to 20 or above you can use your reaction and spend 1 ki point to draw a one-handed firearm and make a single ranged attack with it. You can't use this feature when you are surprised.
Marksman. You cast Hunter's mark spell by spending 2 ki points at 1st level.
Magic Bullets
6th-level Way of the Gunmage feature.
Magic Bullets. Also at 6th level, your attacks with your firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bulletproof Monk
11th-level Way of the Gunmage feature.
Bulletproof Monk. Once you reach 11th level, in combat, you get a special reaction that you can take once on every creature's turn except on your turn. You can spend 1 ki point and use this special reaction to use your Deflect Missiles Monk feature, and you can't use it on the same turn that you take your normal reaction.
Tinker This
11th-level Way of the Gunmage feature. At 11th level, your mastery in Tinkering gives you extraordinary ways to Tinker and mend items magically.
Tinker This. As an action you can cast Fabricate Spell by spending 3 Ki points.
Rain Bullets
At 17th level, you learn how to shower your enemies in a hailof gunfire few can avoid.
Rain Bullets. As an action, you can spend 1 to 10 ki points to create a 30-foot cone of bullets. To do so, you must be wielding a firearm and it must be loaded. Each creature in the area must make a Dexterity saving throw against your ki save DC. Each target in that area takes the damage equal to your Firearm damage die multiplied by number of Ki points spent + your Damage Modifier on a failed saving throw, or half as much damage on a success. This attack expends only one piece of ammunition.
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Posted Sep 7, 2022Pretty sure this is copyright infringement.