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Hi all,
I was having a cursory read over the gunslinger and other homebrew of gun monks on the net and they just didn't seem to sit right with me. Especially with giving the right feel of John Wick or Equilibrium.
So I present the following, please do let me know what you all think of this and if you have any suggestions for tweaks.
I added in the extra damage due for "Hair trigger" as I felt the subclass was lacking a little in the damage department, but if you all think the rest makes up for it, I'm happy to remove the extra damage.
WAY OF THE FIREARM
Monks that follow the Way of the firearm are perfect and precise machines of death. You have been trained to fire a firearm while face to face with someone or when ambushed. You are so accurate you can pinpoint the wings of an insect in flight and clip them. As you are a force to be reckoned with, no feat of gunfighting will prove to be beyond your grasp.
FIREARMS FIGHTING STYLE
-When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of firearms. You gain the following benefits:
-Proficiency with firearms and a bonus to attack rolls you make with firearms equal to half your proficiency bonus (rounded down). This does not stack with the Archery fighting style if you somehow gain it later on.
-Being within 5ft of a hostile creature does not impose disadvantage on your attack rolls if you use your bonus action to make an unarmed melee attack against a hostile creature. If you use flurry of blows, you can replace one of those unarmed attacks with a ranged firearm attack.
-You may ignore the loading property for firearms.
HAIR TRIGGER
At 3rd level, you extend your ki to hone your reactions.
Once, on the first round of combat, when a hostile creature starts it's turn or enters your range for the first time, if you spend 1 ki point, you can immediately make a ranged attack roll against them. If this hits, you may roll twice your martial arts die for damage for spending 1 ki point, or thrice your martial arts die for spending 2 ki points.
CLOSE QUARTERS SPECIALIST
Starting at 6th level, you learn to handle yourself better when mixed into combat, you gain the following benefits:
Instant takedown- When within 5ft of a medium or smaller hostile creature, in the space of an attack roll, you can make a grapple check and you may use sleight of hand check instead of athletics. If you succeed, you can trip the hostile creature. During this turn, you have advantage on attack rolls, even if they are prone.
Evasive shots- When within 5ft of more than one hostile creature, if you hit all the hostile creatures with ranged firearm attack roll, you can utilise a use of step of the wind without expending your bonus action, you must still spend 1 ki point for it.
DEADLY AND ACCURATE
By 11th level, you gain the ability to trade accuracy for explosive power by targeting fatal weaknesses on your enemies. When you are 10ft or closer to your target, your 3rd level feature bonus to attack rolls instead becomes a bonus to damage rolls of equivalent value.
ONE TO THE HEAD AND HEART
At 17th level, your mastery of weapons grants you the ability to finish things for good. If you have utilised instant takedown on a target or the creature is stunned or restrained, any ranged firearm attack rolls that hit are automatic critical hits when you are 10ft or closer to the target.
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