Base Class: Monk
Of Blade and Bullet
With the introduction to firearms & more advanced weaponry into the realm of Tehiri, martial practices have been forced to either adapt or risk extinction. Gun Kata, being the result of the industrialization of mankind.
For centuries, monasteries have taught their students a variety of ways to master martial arts despite the introduction of weaponry. Some monasteries, like the Way of the Kensei, have decided to use weaponry and allow it to become an extension of the body. In many ways, the Way of Gun Kata is similar to the Kensei, however the key difference is the dedication needed & the benefits gained in reaction time & Ki control.
Monks of this monastery must hone their skills to nearly impossible breakneck speeds to react to the velocity of bullets & the force of gunpowder. Training their reflexes extensively in deadly situations for hours upon end daily is just the beginning. To commit this to one's training is necessary before even becoming adept at this art. For in Gun Kata, there are no practice weapons, only truth. Because of there deadly fighting style, there are only few monks of this monastery who can survive it, and even fewer masters of this form.
Building your Gun Kata Monk
Though requiring serious amount of dedication to the craft, Monks from this monastery can come in a variety of ways. It is rare that a monk of Gun kata looks similar to another. However, the most common varieties of these monks are those who remain serious unhindered instruments of martial prowess or those who are arrogant of their skills knowing they can never be stopped by non-magical constraints.
Gunslingers often fall in the latter category as they are naturally skilled with the use of firearms, but only must master the CQC portion like any other monk. The Former, typically are those seeking to train bodies and Ki to the absolute limit. Only legends & myths have claimed these monks to have rendered their Ki manipulation powerful enough to manifest time bending abilities.
Gunslinger
3rd-level Way of the Gun Kata Feature
Starting when you choose this tradition at 3rd level, you begin your path of Gun Kata mastery.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged firearm attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is similar to the firearm, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You also gain proficiency with firearms, if you have not gained it already.
Kata
3rd-level Way of the Gun Kata Feature
You have learned the ways to extend your Ki to a non-living object and weaponizing it. In doing so, you've learned a variety of Kata in order to enhance not only your strikes but also your weapons.
You learn one Kata of your choice, which are detailed under “Katas” below. Many maneuvers enhance an attack in some way. For each use of a Kata, you must expend the required Ki points and it must be declared before the attack roll is made. You can use only one Kata per attack.
Bullet Curve
When you make a firearm attack against a creature, you can expend one ki point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one Ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Incediary Rounds
Using the Ki of the environment around you, you are able to make bullet reach a spinning velocity enough to spark flames. Before taking a shot, you must declare this kata. Expend an amount of Ki points(maximum of 3), for as many Ki points expended, you gain an additional damage dice upon hitting.
However, for each Ki point expended, your firearm's misfire score increases by 2.
Lightning Reload
When you use Flurry of Blows. You may reload apart of your bonus action attacks
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one ki point and roll your martial arts die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Piercing Shot
When you make a firearm attack against a creature, you can expend one ki point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire. You may also make an attack at a creature against full cover(at dm's discretion). But the shot does half damage.
Shrapnel Spread Shot
Expend one ki point. When you hit an enemy, all the creatures within 5 feet of that enemy takes damage equal to your wisdom modifier.
Smoke Shot
You create a 15-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Gunsmith
3rd-level Way of the Gun Kata Feature
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
Firearm Properties
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 8 + misfire score). 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.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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 half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Iaijutsu Master
6th-level Way of the Gun Kata Feature
You slowly begin to master the art of the Quickdraw. Because so, you're initiative bonus increases by your wisdom modifier.
Heightened Awareness
6th-level Way of the Gun Kata Feature
Normal monks are trained to deflect arrows coming at breakneck speeds. However monks of Gun Kata are trained to dodge bullets in close quarters. Because of this your reaction time is miles faster than a normal monk.
Whenever you use your deflect missiles ability and throw it back apart of the reaction. You may may make a free melee attack against a creature within 5 feet of you apart of the reaction. However, the damage is equal to your wisdom modifier.
Iaijutsu Standoff
11th-level Way of the Gun Kata Feature
At 11th level, you gain the ability to challenge opponents to an iaijutsu duel. As a full turn, Choose a creature with 60 feet of you. That creature must make a Wisdom Saving throw(if they are willing, they do not need to roll). Upon fail, you and the creature enter a clash of speed and technique. In doing so, you wager half your maximum hit points. Both of you must make a melee or ranged weapon attack rolls. Who ever rolls highest wins the round. You continue making attack rolls at one another best 2 out of 3 times. Whoever wins two rounds, wins the clash and takes no damage. However the loser suffers half of your maximum hit points in damage. This damage cannot be reduced in anyway.
You may do this ability once per long rest however, you may use this ability again by expending all of your remaining ki points. Afterwards, you suffer one level of exhaustion.
Example: Player subjects a Death Knight to an Iaijutsu Standoff. The Death knight is unwilling and makes a Wisdom Saving throw and fails. The Player and Death Knight Make opposing attack rolls. Player Rolls a 16 The Death knight rolls a 14. The Player rolled higher thus winning the first round of the clash. This repeats until one side has one twice. Afterwards the clash is over and a victor is decided. Whoever wins twice suffers no damage but instead inflicts half of the maximum hp of the player in damage. Clash end.
Temporal Cleave
17th-level Way of the Gun Kata Feature
At 17th level, you become manipulate the flow of Ki in the environment around you slowing time to a crawl. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
If you expend 5 Ki points, you may make an additional attack and gain 30 feet of movement(this movement doesn't provoke attacks of opportunities).
Previous Versions
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