My Documents
Become a Patron!
### Way of the Gun Kata Many martial artists look down on the pistol. It seems at first glance to be contrary to everything a monk knows about tranquility 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 embodiment of their martial spirit and an extension of their body. That is the creed of the gun kata. #### Firearm Proficiencies 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.* #### Guns Akimbo 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. \columnbreak
#### Quick on the Draw 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 creature has disadvantage on the inciting attack. #### Ki-Empowered Bullets At 6th level, your firearm attacks count as magical for the purpose of overcoming resistance and immunity. #### Zen Marksmen 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. #### Flurry of Shots 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 attacks.
> ##### Credits > - **Homebrew by:** *Discodecepticon*. > - **Artwork by:** Unknown. - [xiaoxinart](https://www.deviantart.com/xiaoxinart/art/valley-207782710). > - **Special Mentions:** Matt Mercer.
Way of the Gun Kata: Monk
\pagebreakNum
#### Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using Tinker's Tools (cost and time are DM's discretion). Each firearm uses its own unique ammunition. #### Firearms and Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number signifying an element of that property (outlined below). These properties replace the optional ones presented in the DMG. Firearms are ranged weapons. **Covert** You can extend or retract this weapon as a bonus action each turn, and while retracted you have advantage on checks to conceal this weapon. Weapons with the covert property takes the same time to Don or Doff as a shield. **Expert.** This weapon can only be used by the the classes or subclasses specified. - **GK** = Way of the Gun Kata (Monastic Tradition) - **GS** = Gunslinger Martial Archetype (Fighter Archetype) **Reload.** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. **Misfire.** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If 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) |
Way of the Gun Kata: Monk