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Starting at 6th level, your keen eyes and manual dexterity are
legendary. As a reaction when a creature you can see within
range makes an attack, you may spend 2 ki point to make a
ranged attack against the creature. If the attack hits, the crea-
ture has disadvantage on the inciting attack.


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At 6th level, your firearm attacks count as magical for the pur-
pose of overcoming resistance and immunity.

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At 11th level, you have learned to enter a superior focused
state. You may spend 1 ki point when you use Patient Defense,
to gain advantage on all ranged firearm attacks until the end
of your turn.

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At 17th level, Immediately after you take the Attack action on
your turn, as a bonus action, you can spend 1 ki point to make
2 ranged firearm attacks, or 2 ki to make 3 ranged firearm at-
tacks.

Credits
� � � �� � �� � � �� � � �� � � � • Homebrew by: Discodecepticon.
• Artwork by: Unknown. - xiaoxinart.
Many martial artists look down on the pistol. It seems at first • Special Mentions: Matt Mercer.
glance to be contrary to everything a monk knows about tran-
quility in terms of both form and function.
A rare few men and women, however, know otherwise.
They treat the use of firearms with the mystical reverence
common to all true martial arts. A pistol, like any other
weapon held in the hands of a master, serves as an embodi-
ment of their martial spirit and an extension of their body.
That is the creed of the gun kata.

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Starting when you choose this tradition at 3rd level, you gain
proficiency with Flintlocks, Pistols, Sleeveguns, Muskets,
Pepperboxs, and Revolvers, and firearms you are proficient
with count as monk weapons for you.

You may use Tinker's Tools to repair damaged firearms, and


craft ammunition.


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You have mastered dual wielding firearms, when you take this
tradition at 3rd level, you gain the following features.

• When you draw or stow a one handed firearm, you may


draw or stow an additional one handed firearm.

• You may spend 1 ki point to reload a firearm as a part of an


attack action.

• You may treat any hands wielding firearms as free for the
purposes of reloading a firearm, unarmed strikes, and
Deflect Missiles.

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Way of the Gun Kata: Monk
Weapons with the covert property takes the same time to

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All firearms require ammunition to make an attack, and due Expert. This weapon can only be used by the the classes or
to their rare nature, ammunition may be near impossible to subclasses specified.
find or purchase. However, if materials are gathered, you can
craft ammunition yourself using Tinker's Tools (cost and time • GK = Way of the Gun Kata (Monastic Tradition)
are DM's discretion). Each firearm uses its own unique ammu- • GS = Gunslinger Martial Archetype (Fighter Archetype)
nition.
Reload. The weapon can be fired a number of times equal
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Firearms are a new and volatile technology, and as such bring to reload. You must have one free hand to reload a firearm.
their own unique set of weapon properties. Some properties Misfire. Whenever you make an attack roll with a firearm,
are followed by a number signifying an element of that prop- and the dice roll is equal to or lower than the weapon's Misfire
erty (outlined below). These properties replace the optional score, the weapon misfires. The attack misses, and the
ones presented in the DMG. Firearms are ranged weapons. weapon cannot be used again until you spend an action to try
Covert You can extend or retract this weapon as a bonus ac- and repair it. To repair your firearm, you must make a suc-
tion each turn, and while retracted you have advantage on cessful Tinker's Tools check (DC equal to 8 + misfire score). If
checks to conceal this weapon. your check fails, the weapon is broken and must be repaired
out of combat at half the cost of the firearm.

Gun Kata Firearms


Name Cost     Damage Weight     Properties
Firearms
    Flintlock 50gp     1d8 piercing 3 lbs     Light, misfire 1, reload 1 (range 40/160)
    Pistol 150gp     1d10 piercing 3 lbs     Misfire 1, reload 4 (range 60/240)
    Sleevegun 200gp     1d6 piercing 2 lbs     Covert, light, misfire 2, reload 1 (range 30/150)
    Musket 300gp     1d12 piercing 8 lbs     Misfire 2, reload 1, two-handed (range 120/480)
    Pepperbox 250gp     1d10 piercing 4 lbs     Misfire 2, reload 6 (range 80/320)
    Revolver 2000gp     2d6 piercing 5 lbs     Expert(GS, GK), misfire 2, reload 6 (range 80/320)

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Way of the Gun Kata: Monk

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