Monk Subclass: Way of the Gun
Monk Subclass: The Way of the Gun
There are some whose bond with a firearm extends deep. Such individuals are comparable to gun mages, though rather than weaving their will to empower
rune-inscribed bullets, their art is one of deep calm and mental stillness. In this state, those who follow the Way of the Gun wield a firearm as an extension of themselves rather than as a crude killing implement.
hit dice:
d8
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:
BONUS PROFICIENCIES When you choose this tradition at 3rd level, you gain proficiency with your choice of either simple pistols and martial pistols or simple rifles and martial rifles. TRIGGER FINGER TECHNIQUE Also at 3rd level, you learn to manipulate your ki to enhance the firearms you wield. Firearms are considered monk weapons when you wield them. When you make an attack granted by your Flurry of Blows, you can replace one unarmed attack with an attack using a firearm with the light property. FISTFUL OF BLASTING POWDER Starting at 6th level, the first time you deal damage with a firearm during each of your turns you add your Martial Arts damage die to the damage dice rolled. IRON ROBE At 6th level, you learn to channel your ki to either absorb or redirect the force of enemy bullets. When you use your Step of the Wind, ranged attack rolls against you have disadvantage until the start of your next turn. In addition, when you use your Patient Defense, you gain resistance to piercing damage until the start of your next turn. SINGULAR FOCUS At 11th level, you learn to enter a stillness that excludes everything from your mind but yourself and the trajectory of your targeted shot. As a bonus action, you can choose to ignore disadvantage due to long range, half-cover, and threequarters cover on your next firearm attack roll. Once you use this feature, you can’t use it again until you finish a long rest or unless you expend 4 ki points to use it again. FATEFUL SHOT Starting at 17th level, you can influence the trajectory of a bullet as if it were an extension of your own body. When you hit a creature with a firearm attack, you can spend 3 ki points to cause one of the following effects. • You guide the bullet on a path that weaves through all of the creature’s vital organs. The attack is treated as a critical hit, and the creature must succeed on a Constitution saving throw or be stunned until the end of your next turn. • You guide the bullet out of the creature and through the bodies of others nearby. Each hostile creature within 10 feet of the original target must make a Dexterity saving throw. On a failed save, the creature takes half the damage taken by the original target.
BONUS PROFICIENCIES When you choose this tradition at 3rd level, you gain proficiency with your choice of either simple pistols and martial pistols or simple rifles and martial rifles. TRIGGER FINGER TECHNIQUE Also at 3rd level, you learn to manipulate your ki to enhance the firearms you wield. Firearms are considered monk weapons when you wield them. When you make an attack granted by your Flurry of Blows, you can replace one unarmed attack with an attack using a firearm with the light property. FISTFUL OF BLASTING POWDER Starting at 6th level, the first time you deal damage with a firearm during each of your turns you add your Martial Arts damage die to the damage dice rolled. IRON ROBE At 6th level, you learn to channel your ki to either absorb or redirect the force of enemy bullets. When you use your Step of the Wind, ranged attack rolls against you have disadvantage until the start of your next turn. In addition, when you use your Patient Defense, you gain resistance to piercing damage until the start of your next turn. SINGULAR FOCUS At 11th level, you learn to enter a stillness that excludes everything from your mind but yourself and the trajectory of your targeted shot. As a bonus action, you can choose to ignore disadvantage due to long range, half-cover, and threequarters cover on your next firearm attack roll. Once you use this feature, you can’t use it again until you finish a long rest or unless you expend 4 ki points to use it again. FATEFUL SHOT Starting at 17th level, you can influence the trajectory of a bullet as if it were an extension of your own body. When you hit a creature with a firearm attack, you can spend 3 ki points to cause one of the following effects. • You guide the bullet on a path that weaves through all of the creature’s vital organs. The attack is treated as a critical hit, and the creature must succeed on a Constitution saving throw or be stunned until the end of your next turn. • You guide the bullet out of the creature and through the bodies of others nearby. Each hostile creature within 10 feet of the original target must make a Dexterity saving throw. On a failed save, the creature takes half the damage taken by the original target.
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