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

 6th-level Path of the Anorian Gunmage feature


At 3rd level, the monk gains the Monastic Tradition feature,
which offers you the choice of a subclass. The following Path Also at 6th level, your attacks with your firearms count as
of the Gunmage option is available to you when making that magical for the purpose of overcoming resistance and
choice. immunity to nonmagical attacks and damage.
 
11th-level Path of the Anorian Gunmage feature
Perhaps the name mage is deceptive. After all, the Vaskil
Warriorbrood are hardly mages. Certainly, magic flows Once you reach 11th level, in combat, you get a special
through their veins, along their arm, into their trigger fingers, reaction that you can take once on every creature's turn,
and through their fire arms. But this magic is not the magic except your turn. You can use this special reaction only to use
of the cloistered wizards of Odonburg or the stalwart your Deflect Missiles feature, and you can't use it on the same
abjurers of Presson's Enclave. Nor is it powered by the turn that you take your normal reaction.
elementals who built Grand Casar. But their magic is the true
magic: the magic of self, fueled by the purest existence. 
Forbidden to use magic by their Pressonian masters, the 17th-level Path of the Anorian Gunmage feature
Anorians were instead rewarded the pistol, a primitive At 17th level, you learn how to shower your enemies in a hail
weapon invented during the Year of Fire by the azers. But of gunfire few can avoid. As an action, you can spend 1 ki
they accepted this gift and made it their own. Guns in hand, point to create a 30-foot cone of bullets. To do so, you must be
the Warriorbrood is a force to be reckoned with. Be thee wielding a firearm and it must be loaded. Each creature in the
damned if ye should stand in the path through which they area must make a Dexterity saving throw against your ki save
ride. DC. A target takes the damage normal for your firearm on a
 failed saving throw, or half as much damage on a success.
3rd-level Path of the Gunmage feature This attack expends only one piece of ammunition.
When you choose this tradition at 3rd level, your special
martial arts training leads you to master the use of firearms

(see the sidebar). You gain proficiency with firearms if you The Legends of Omerian campaign setting uses firearms.
don't already have it and these weapons are monk weapons Firearms, like simple and martial weapons, have their own
for you. You also gain the following benefits: separate proficiency, firearms proficiency. Additionally,
firearms have properties unique to them.
You ignore the loading and reloading properties for Ammunition. Omerian firearms use bullets or shells (for
firearms with which you are proficient. shotguns). Once fired, the ammunition is destroyed. A box of
Being within 5 feet of a hostile creature doesn't impose 20 rounds for a pistol, revolver, or a rifle costs 5 gp, and a box
disadvantage on your ranged attack rolls. of 20 shells for a shotgun costs 7 gp. They all weigh 1 lbs.
You can draw or stow two one-handed firearms when you Reload. The number of shots a weapon can fire is limited
would normally be able to draw or stow only one. by its reload property. To reload a weapon that has expended
all of its shots with new bullets or shells, a character must
 use its action or bonus action (character's choice) to reload
3rd-level Path of the Gunmage feature the weapon.
Beginning at 3rd level, as a bonus action, you can double your Shotgun. Shotguns discharge numerous small spherical
proficiency bonus on the next ranged weapon attack you pellet-like projections. If an attacker fires a shotgun at a
make using a firearm so long as you make the attack before target within 5 feet of it, the target takes an additional 1d8
the start of your next turn. piercing damage from the attack.
 
3rd-level Path of the Gunmage feature If you use the optional feat rules in your games, the
Also at 3rd level, you gain proficiency in smith's tools or characters may choose the following feats.
leatherworker's (your choice).

 Prerequisite: Proficiency with one or more one-handed
6th-level Path of the Anorian Gunmage feature firearms
At 6th level, during the first round of combat, on an initiative You are an expert at wielding two firearms at once, granting
count equal to 20 plus your Dexterity modifier, you can spend you the following benefits:
2 ki points to draw a one-handed firearm and make a single
ranged attack with it. You can't use this feature when you are Increase your Dexterity score by 1, to a maximum of 20.
surprised. You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.

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Firearms
Weapon Cost Damage Weight Properties
Pistol 35 gp 1d8 piercing 3 lb. Ammunition (range 30/90 ft.), loading
Revolver 60 gp 2d6 piercing 3 lb. Ammunition (range 50/150), reload (6 shots)
Rifle 75 gp 2d6 piercing 8 lb. Ammunition (range 100/300 ft.), reload (5 shots), two-handed
Shotgun 75 gp 2d8/1d8 piercing* 7 lb. Ammunition (range 30/90 ft.), reload (2 shots), shotgun, two-handed

When you take the Attack action and attack with a one-
handed firearm that you're holding in one hand, you can 
use a bonus action to attack with a different one-handed The following magic guns can be easily inserted into any
firearm that you're holding in the other hand. campaign, but are particularly welcome in the Legends of
 Omeria campaign setting.
You are an exceptional shot with ranged weapons and can 
make shots that others find impossible. You gain the Weapon (revolver), rare
following benefits:
These magic revolvers were specially forged by members of
Increase your Dexterity score by 1, to a maximum of 20. the Anorian Warriorbrood to hunt the demons plaguing
On each of your turns, you can use your bonus action to Vaskil Valley at the closure of the Hand of the Three. They've
carefully aim your weapon. So long as you immediately since been outlawed by Pressonian abjurers.
make a ranged weapon attack after you aim the weapon, You gain a +1 bonus to attack and damage rolls made with
you can roll a 1d4 and add the result to the attack roll. If this magic weapon.
you do anything else other than take the Attack action, you When you hit a fiend with this weapon, the fiend must
lose the benefit of the aim. make a DC 15 Charisma saving throw. On a failed saving
The long range of all your ranged weapon attacks throw, the fiend is banished as per the banishment spell. You
increases by 100 feet. must still concentrate on the spell as if you were the caster.
 
Your lightning fast reflexes help you get the upperhand in Weapon (bullet), legendary
most fights. You gain the following benefits:
This adamantine bullet bears runes that invoke the name
You gain proficiency in the Sleight of Hand skill unless Vapul, the demonic god of ice and death. It is rumored that
you already have it, and your proficiency bonus is doubled there is only one in existence. When this bullet is fired from a
for any ability check you make that uses this skill. weapon within its normal range, the bullet
You gain a bonus equal to double your proficiency bonus automatically hits its intended target.
to your initiative. If the target has 150 hit points or fewer,
If you are first in initiative order, the first attack that you it dies and the bullet is destroyed.
make on your first turn is made with advantage. Otherwise, the bullet deals the
damage normal for the firearm, and
 it can be recovered from
You learn a number of impressive tricks with your weapon. the target with a successful
Two of these tricks require saving throws; the trick save DC DC 15 Dexterity
for these shots is 8 + your proficiency bonus + your Dexterity (Medicine) check.
modifier. Whenever you hit a creature with an attack made
with a ranged weapon, you can impose one of the following
effects on that target:
It must succeed on a Dexterity saving throw against your
trick save DC or be knocked prone.
It must make a Strength saving throw against your trick
save DC. If it fails, the creature is disarmed and the
weapon falls into a space of your choice within 10 feet of
the creature.
The creature can't take reactions until the end of your next
turn.
Once you use one of these effects, you can't use any of
these effects again until you complete a short or long rest.

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