Base Class: Monk
Firearms tend not to be the weapon of choice for many monks: they are explosively loud, mechanically unreliable, and metallically impersonal. However, those that follow the Way of the Steelstorm learn to incorporate their focused minds and rapid reflexes into ranged combat, allowing them to become the sharpest and fastest shooters on the streets.
Firearm Training
When you choose this archetype at 3rd level, you gain proficiency in firearms that don’t have the heavy or special properties. These weapons count as monk weapons for you.
Steelstorm Techniques
Also at 3rd level, you have developed specific combat techniques with firearms. When you choose this archetype, select one of the following options. You can also change your choice whenever you finish a long rest.
Brutal Strikes. Once on each of your turns when you hit a creature with a firearm, you can expend 1 ki point to deal additional damage to the target equal to your Martial Arts die.
Dual Wielding. While dual wielding firearms, you don’t need a free hand to load firearms with the Ammunition property, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Marksman. The normal range of any firearm you wield is increased by a number of feet equal to 5 times your Wisdom modifier, and its long range is increased by twice that.
Ki-Empowered Lead
Sometimes you really need to shoot a ghost. Starting at 6th level, your ranged weapon attacks with firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
Advanced Steelstorm
By 6th level, you have spent so much time practicing with firearms that you have developed additional techniques. You gain additional benefits depending on your Steelstorm choice:
Brutal Strikes. Once on each of your turns when you hit a creature with a firearm, you can expend 1 ki point to make a Shove attack against the target, using your ki save DC in place of an Athletics check.
Dual Wielding. When you use your Martial Arts feature to make an unarmed strike while wielding two firearms, you can instead make an attack with a one-handed firearm you are wielding. The target must be within the firearm’s normal range.
Marksman. You can expend 1 ki point as a bonus action to focus your aim on one creature you can see within range of a two-handed weapon you are holding. You gain advantage on the next ranged weapon attack you make with that weapon against that target.
Combat Focus
Starting at 11th level, whenever you roll initiative, you can spend 1 ki point as a reaction to draw one or two firearms and infuse them with your ki for 1 minute. For the duration, you cannot be disarmed of infused weapons unless you are incapacitated, and you ignore the loading property of those weapons.
Master Steelstorm
By 11th level, you have reached reaction speeds and unnerring accuracy that would otherwise be considered impossible. You gain additional benefits depending on your Steelstorm choice:
Brutal Strikes. You can now use the Brutal Strikes feature to deal additional damage twice on each of your turns.
Dual Wielding. When you use your Flurry of Blows feature to make two unarmed strikes while wielding two firearms, you can instead make two attacks with a one-handed firearm you are wielding. The targets must be within the firearm’s normal range.
Marksman. Once on each of your turns when you miss a creature with a ranged weapon attack with a firearm, you can expend 1 ki point to ricochet the attack as a reaction. You can make one ranged weapon attack against a creature within 30 feet of the target without expending ammunition.
Bullet Hell
When you reach 17th level, your firearm training has reached its culmination, allowing you to enter a state of total calm, where your reflexes become second to none. You can expend 6 ki points to cast Haste on yourself. While you are still concentrating on Haste, you gain the following benefits:
- You can use Patient Defence without expending ki points.
- If you are hit by a ranged weapon attack but you have already expended your reaction this round, you can expend 1 ki point to use your Deflect Missiles feature without expending a reaction.







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