Base Class: Monk
Perhaps the name mage is deceptive. After all, the Vaskil Warriorbrood 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 Odonburg or the stalwart abjurers of Presson's Enclave. 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 Pressonian masters, the Anorians were instead rewarded the pistol, a primitive weapon invented during the Year of Fire by the azers. But they accepted this gift and made it their own. Guns in hand, the Warriorbrood is a force to be reckoned with. Be thee damned if ye should stand in the path through which they ride.
Way of the Gun
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of firearms (see the sidebar). 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:
- You gain proficiency with firearms.
- You ignore the loading and reloading properties for firearms with which you are proficient.
- 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.
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 so long as you make the attack before the start of your next turn.
Firearm Proficiency
Also at 3rd level, you gain proficiency with firearms.
Tool Set
At 3rd level, you gain proficiency in either tinker's tools or smith's tools
Smith's Tools
You gain proficiency in smith's tools.
Tinker's Tools
You gain proficiency in tinker's tools.
Tool Specialty
At 6th level, you gain the knowledge to tinker or smith new firearms. Depending on your choice between Tinker's and Smith's tools, the weapon type will be different.
Bolt-Action Weaponry
Starting at 6th level, and after choosing Smith's tools at level 3, you gain the ability to smith and forge experimental bolt-action weaponry. Each time you create a new type of weapon or improve an existing one, you will need to make a successful Intelligence (Smith's Tools) check determined by the DM, and roughly 4 hours of experimentation. The types of weapons you can create are listed as such below:
- Bolt-action Revolver (Clip (4), Chamber (1)) (150 gp worth of materials)
- Bolt-Action Rifle (Clip (4), Chamber (1)) (250 gp worth of materials)
- Bolt-Action Pistol (Clip (4), Chamber (1)) (100 gp worth of materials)
Types of improvements that can be made are listed below. Only 2 modifications can be added to a weapon at a time, 1 Damage and 1 Assisting, or 2 Assisting, each costing 50 gp:
Damage Modifiers.
- Heated Shot. For 1 shot, you can forgo your reaction in place of activating a rune inscribed on the side that superheats the current bullet in the chamber. This bullet gains an extra +4 to hit, and deals 3d8 fire damage, replacing damage done by the bullet itself. This can be used twice per short rest. If using this again on the same turn, you can forgo your bonus action. Attack: [roll]1d20+4[/roll] [roll]3d8[/roll]
- Cryo-Shot. For 1 shot, you can forgo your reaction in place of activating a rune inscribed on the side that freezes the current bullet in the chamber. This bullet gains an extra +4 to hit, and deals 3d6 cold damage, replacing damage done by the bullet itself, and reducing the creature's movement speed by 10. This can be used twice per short rest. If using this again on the same turn, you can forgo your bonus action. [roll]1d20+4[/roll] [roll]3d6[/roll]
- Poison Spray. For 1 shot, you can forgo your reaction in place of activating a rune inscribed on the side that alters the current bullet in the chamber into a mist that sprays out in a 30ft. cone. This bullet is considered an area of effect, replacing damage done by the bullet itself, and lingers there for the next 2 rounds. Any creature that starts its turn in this smog takes 2d10 poison damage, must make a DC 12 Constitution saving throw, or be poisoned for 1 minute. The creature can repeat this save once at the end of its turn. This can be used twice per short rest. [roll]2d10[/roll]
- Static Shock. For 1 shot, you can forgo your reaction in place of activating a rune inscribed on the side that electrifies the current bullet in the chamber. This bullet gains an extra +4 to hit, and deals 3d6 lightning damage, replacing damage done by the bullet itself. The target must make a DC 12 Constitution saving throw or be stunned for 1 round. This can be used twice per short rest. If using this again on the same turn, you can forgo your bonus action. [roll]1d20+4[/roll] [roll]3d6[/roll]
Assisting Modifiers.
- Scope. On your turn, you can forgo your movement in place of getting advantage on your attack roll.
- Smoother Cocking. When using a bolt-action firearm, you can choose to replace all of your movement with 1 more attack action, this includes dashing, and you have disadvantage on any Dexterity or Strength check or saving throw until the start of your next turn.
- Enhanced Barrel. You gain 60 ft. extra range on that weapon, however, you gain disadvantage on any attack roll made on an enemy within 5 ft. regardless of feats or traits.
- Bayonet. As an attack action, you can choose to attack with a blade fastened to the front of the weapon. This attack deals 1d4 piercing damage, however, you will not provoke an opportunity attack by that creature on a successful hit.
Clockwork Weaponry
Starting at 6th level, and after choosing tinker's tools at level 3, you gain the ability to tinker and create experimental clockwork weaponry. Each time you create a new type of weapon or improve an existing one, you will need to make a successful Intelligence (Tinker's Tools) check determined by the DM, and roughly 4 hours of experimentation. The types of weapons you can create are listed as such below:
- Clockwork Musket (Chamber (6)) (250 gp worth of materials)
- Clockwork Rifle (Chamber (6)) (200 gp worth of materials)
- Clockwork Pistol (Chamber (6)) (100 gp worth of materials)
Types of improvements that can be made are listed below. Only 2 modifications can be added to a weapon at a time, each costing 50 gp:
Damage Modifiers.
- Heated Chamber. For 1 round as a bonus action, you can superheat the chamber. All resulting bullets fired in that round by you will deal an extra 2d6 fire damage. After that round, the weapon will be inoperable for the next one as it cools from being overheated. This can be counteracted by using Carbon Freezing on the next turn with the same weapon. This can be used once per short rest. [roll]2d6[/roll]
- Carbon Freezing. For 1 round as a bonus action, you can bust a small capsule on the side of the weapon that will freeze the chamber and all of the bullets in it. All resulting bullets fired that round by you will deal an extra 1d8 cold damage, and will reduce the afflicted creature's movement speed by 10 ft.. After that round, the chamber will halt, and the weapon will be inoperable for the next round as it thaws. This can be counteracted by using Heated Chamber on the next turn with the same weapon. This can be used once per short rest. [roll]1d8[/roll]
- Injected Toxin. For as many bullets as there are in the chamber, you can use a bonus action to inject them with poison on a successful hit. The poison depends on what you put into a small chamber on the side of the weapon, and it cannot be acid. This can be used once per short rest.
- Static Shock. For 1 round as a bonus action, you can electrify the chamber. All resulting bullets fired in that round by you will deal an extra 1d8 lightning damage, and will stun the target on a failed DC 12 Constitution saving throw. After that round, the chamber will seize, and as a reaction, you can free the seized chamber. [roll]1d8[/roll]
Assisting Modifiers.
- Scope. On your turn, you can forgo your movement in place of getting advantage on your attack roll.
- Faster Clockwork. When using a clockwork firearm, you can choose to replace all of your movement with 1 more attack action, this includes dashing, and you have disadvantage on any Dexterity or Strength check or saving throw until the start of your next turn.
- Enhanced Barrel. You gain 60 ft. extra range on that weapon, however, you gain disadvantage on any attack roll made on an enemy within 5 ft. regardless of feats or traits.
- Bayonet. As an attack action, you can choose to attack with a blade fastened to the front of the weapon. This attack deals 1d4 piercing damage, however, you will not provoke an opportunity attack by that creature on a successful hit. [roll]1d4[/roll]
Quick Draw
At 6th level, during the first round of combat, on an initiative count equal to 20 plus your Dexterity modifier, you can spend 2 ki points to draw a one-handed firearm and make a single ranged attack with it. You can't use this feature when you are surprised.
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
Once you reach 11th level, in combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use your Deflect Missiles feature, and you can't use it on the same turn that you take your normal reaction.
Rain of Bullets
At 17th level, you learn how to shower your enemies in a hail of gunfire few can avoid. As an action, you can spend 1 ki point 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. A target takes the damage normal for your firearm 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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