Base Class: Monk
Sometimes a Tabaxii wants to fight with claw. Sometimes you find a shiny handgun and think, why not make a lot of noise with the claws. This is a monk fighting style in development by a Tabaxii warrior name Shadow-Chaser Hill-Den. He heard the call of the Cat Lord to go out and find new things. Along the way he found a gun and then founded a fighting style to mix close quarters hand to hand with firearms.
Gun-Cata I (3rd lvl)
At 3rd lvl, when you use the Attack action and attack with an unarmed attack, one-handed monk weapon or one-handed firearm, you can use a bonus action to attack with a loaded firearm you are holding.
Firearm Proficiency (3rd Lvl)
At 3rd lvl, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith (3th lvl)
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Gun-Cata Abilities
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 12 - Level). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at 3/4 cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Art of the Dragon's Breath (3th)
Art of the Dragon's Breath: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with one-handed firearms.
Gun-Cata II (6th)
Due to training, your firearm counts as a Monk weapon.
You ignore the loading property of firearms. (If the weapon has multiple shots, you can fire as many rounds as you have attacks in that round until you would normally have to reload.)
Ki Guided Reload (6th)
You may chose to spend a Ki point to quickly reload your firearm as part of a free action. This is the only Ki that can be spent that action.
Rabbit's Luck (6th)
At 6th level, you learn to mitigate misfire chances. If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
Serpent's Strike (11th)
At 8th level, add your proficiency bonus to initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Fan the Flames (11th)
Starting at 10th level, you can spend a Ki point to get an extra attack action only with firearms. Once per round.
Wolverine Strike (11th)
Your firearm attacks score a critical hit on a roll of 19-20. Additionally you regain the use of one Ki point. Only Ki point may be regained in this way each round.
Hemorrhaging Critical (17th)
Upon reaching 17th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Dire Wolverine Strike (17th)
At 19th lvl score a critical on an 18 to 20 . Then recover a Ki point. You may only recover one Ki point per round in this way.
Rise of the Phoenix (17th)
At 20th level, spend 3 key points to gain a bonus action to fire all remaining ammo from a firearm. regain ability on a short or long rest.
Previous Versions
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3/13/2021 3:50:58 AM
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