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View Full Version : D&D 5e Monk subclass: WAY OF GUN-KIDO



NinjaLemur247
2022-02-13, 09:10 PM
This Subclass was developed for a friend of mine for a monk that wanted to use guns. In the following post are the stats and equipment we use for fore firearms in 5e. Love to hear your comments and add feedback. let's play nice everyone!

“Men will lie to you. Your eyes will deceive you. A gun never lies, nor deceives, nor hides the bitter reality. In the way of the gun, you can find truth.” -An unknown Way of Gun-Kido Master-

WAY OF GUN-KIDO (Revised)

Way of the Gun

Monks that follow the Way of the Gun-Kido find serenity in the perfect, precise art of firearm flighting. You have been trained in Gun-Kido on horseback, to fire a firearm while blindfolded, and to pinpoint the wings of an insect in flight. As you attain peace and oneness with your bullet, no feat of gunfighting will prove to be beyond your grasp.

GUN-KIDO FIGHTING STYLE

Starting when you choose this tradition at 3rd level, you gain a +1 bonus to attack rolls you make with ranged weapons. You can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn. When you engage in two-gun fighting, you can add your ability modifier to the damage of the second attack if the firearm does not possess Heavy propriety. This does not stack with the Archery fighting style if you somehow gain it later on.

GUN KATA

At 3rd level, you gain proficiency in firearms, which are considered monk weapons for you. Any ranged weapon attacks you make while within 5 feet of a hostile creature do not have disadvantage. You now ignore the loading property of any firearm you wield. Also, you can spend ki points to use A Hail of Bullets and Soul Shot features. At 6th level, you can make a ranged weapon attack to deliver a Stunning Strike.

A Hail of Bullets. Immediately after you take the Attack action on your turn to make a ranged weapon attack or an unarmed/monk weapon strike, you can spend 1 ki point to make two additional ranged weapon attacks as a bonus action.

Soul Shot. When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 Ki point to fire a soul bullet for the first attack. A soul bullet is a normal bullet of its type which ignores cover and deals additional die of Monk damage. Firing a soul bullet does not consume ammunition.

KI-EMPOWERED FIREARMS

Starting at 6th level, any firearm you wield counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

SNAP SHOT

At 6th level, you can use your blindingly fast reflexes to interrupt the actions of others with a well-timed shot. By spending 1 ki point and using your reaction, you can make a single attack against an enemy you can see within the range of your firearm during that enemy’s turn in response to that enemy making an attack or casting a spell. If the attack hits, the target has disadvantage on the next attack roll they make during that turn.

SERENITY OF THE WIND

By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you can spend 1 ki point to gain blindsight with a range of 120 feet until the end of your next turn. At 17th level, you always have blindsight out to 30 feet.

Also, at 11th level when you score a critical hit with a firearm you immediately regain a point of Ki.

ZEN GUN-KIDO

At 17th level, if you make a ranged weapon attack on your turn and miss, you can immediately make another ranged weapon attack against the same target. You can only gain one additional attack during your turn with this ability.

NinjaLemur247
2022-02-13, 09:18 PM
Clockwork Martial Firearm Ranged Weapons (Revised)

Clockwork Pistol 200 gp 1d8 piercing 3 lb. Ammunition (range 60/180), Reload 6, Light


Heavy Clockwork Pistol 200 gp 1d10 piercing 8 lb. Ammunition (range 140/280), Reload 3, Heavy

Rifle Barreled Musket 300 gp 1d12 piercing 6 lb. Ammunition (range 150/560), loading, two-handed

Clockwork Blunderbuss 250 gp 1d10 piercing 6 lb. Ammunition (range 30/90), Reload 2, two-handed, Scatter (2d6)


Ammunition

Bullets (20) 3gp 2 lb.

Silver Bullets (10) 75gp 1 lb.

Inferno Bullets (10) 100 gp 1 lb. Changes the damage type to Fire.

Holy Bullets (10) 150 gp 1 lb. Changes the damage type to Radiant.

Adamantium Bullets (10) 200 gp 1 lb. Function as described in Xanthat’s Guide, also changes the dame to Slashing.


Simple Melee weapons

Pistol Whip Weapon Wt. 1d4 bludgeoning Finesse, Versatile (1d6)

Rifle Butt Weapon Wt. 1d6 bludgeoning Finesse, Versatile (1d8)

Bayonet 2 gp 1d4 piercing 1 lb. Finesse, light, special

Bayonet. As an action, a bayonet can be mounted to any two-handed ranged weapon or removed from it. While mounted, you can use the bayonet to make a two-handed melee weapon attack, which deals 1d8 piercing damage on a hit.

Scatter. If you make an attack against a target that is within half this weapon’s normal range, you
deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

CLOCKWORK FIREARM MODIFICATIONS (revised)

These modifications can be done to any clockwork firearm with the use of either smith’s or tinkers' tools provided they make the DC check. These modifications generally can not be added onto a magical firearm with the following exceptions; Magnification Scope, Night Scope, Suppressor Attachment.

Ironsights. Adds a +1 to ranged attack rolls while using these added systems.

High-Caliber. Adds a +1 to damage with the ranged attacks with the firearm.

Magnification Scope. If you use a bonus action to aim, the weapon's long-range becomes doubled and you longer and your attack roll is not done with disadvantage. This optic can be combined with other optics.

Night Scope. Allows you to have darkvision within the weapons range as long as you are aiming/looking through the scope of the weapon.

Set Trigger. Adds a +1 to initiative while using this firearm only.

Precision Barrel. Adds 50 feet to the long range of the firearm.

Lightweight. Firearm weight is cut in half and loses and no longer treated as having the Heavy property, if it possessed this trait.

Suppressor Attachment. Disadvantage on perception/investigation checks to hear the weapon sound. Note; Laser weapons don’t make a sound (sorry people that just in movies!) and should be treated as having this property.

Waterproof. This firearm functions perfectly underwater and does not suffer Disadvantage on attack rolls when firing underwater.

FIREARM GEAR (Revised)

Tactical Weapon Light. Adds ½ pound to the firearm. This device produces a 60-foot cone of
bright light, and dim light for an additional 15 feet. It can provide light for up to 4 hours, after which it must recharge for 8 hours.

Holster. A holster is a specially-made holder which allows a firearm which lacks the Two-Handed property to be carried on the back, side, belt or under the arm.

Sling. A sling is a strap which attaches to a two handed ranged weapon and is worn on the body, usually over a shoulder, to make the weapon's weight easier to bear. When you drop a weapon attached to a sling you are wearing, it falls to your side and continues to hang within reach.

Tactical Vest. This light vest weighs a ½ pound and is covered in pouches, straps, and holsters. The vest can carry a two-handed weapon on its back and a dagger on its front. It has pouches for 6 pounds of ammo. It has two holsters and one sling can be attached to it. The tactical vest can be worn atop armor.

Ammo Bandolier. This 1 pound shoulder strap contains six pouches large enough to hold a potion, grenade, or similarly-sized item within easy reach. It can hold 10 pounds of ammo. Can be worn on top of armor.

NinjaLemur247
2022-02-14, 11:28 AM
NEW MAGIC ITEMS AND WEAPONS

Gnome Works Firearms
Any Clockwork Firearm, uncommon (+1, DC 13), rare (+2, DC 15), or very rare (+3, DC 17) (requires attunement)
These magic firearms are the peak invention of gnomish engineering and creativity, the damage type becomes Force and they magically produce their own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
The Clockworks pistols are always made in pairs and the pairs of pistols count as one item for attunement.
When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking Force damage
equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon's Rarity.
These weapons never jam or misfire and can function in any environment, even while underwater.

Ammo Bandolier of Endless Bullets

Wondrous item, Uncommon (requires attunement)
This shoulder strap always weighs ½ pounds and can hold up to 200 pounds of ammunition. In addition, the bandolier can produce an endless supply of a kind of caliber of regular bullets that disappear after being fired or are removed from the bandolier after 8 hours. These bullets are considered counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
In addition, it can produce 30 rounds of special bullets such as Silver or Holy. Once you use this feature, it can’t do so again until the next dawn.