Way of the Pistol (5e Subclass)

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Way of the Pistol[edit]

Design Note: This subclass is designed for a campaign with gunpowder weapons. I cannot stress enough that it is not appropriate for all genres and settings; even in a campaign which allows firearms, this subclass may very well clash with the distinct feel that the referee is going for.

Many martial artists look down on the pistol. A loud, stubborn, thing, 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 firearms with the mystical reverence common to all true martial arts. A pistol, like any other weapon held in their hand, serves as an embodiment of their martial spirit and an extension of their body. That is the creed of the monastic tradition known as the way of the pistol.

Gun Fu

Starting when you choose this tradition at 3rd level, you gain proficiency in all firearms that don't have the two-handed or heavy property. You also gain the following benefits while you are unarmed or wielding only monk weapons or firearms you are proficient with and you aren't wearing armor or wielding a shield:

  • You can roll your martial arts die twice in place of the normal damage of a firearm. For example, at 5th level you can roll 2d6 in place of the normal damage of a firearm.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one firearm attack as a bonus action. For this attack only, you don't suffer disadvantage on your attack roll for being within 5 feet of a hostile creature.
Reload Without Thought

At 3rd level, you gain the ability to reload faster by emptying your mind. You can spend 1 ki point to ignore the loading property of any firearm you're proficient with until the start of your next turn.

Disarming Shot

Beginning at 6th level, whenever you hit a creature with a firearm attack, you can expend 1 ki point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw versus your Ki Save DC. On a failed save, it drops the object you choose. The object lands at its feet.

Ki-Empowered Bullets

Starting at 6th level, your firearm attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks or damage.

Zen Marksmanship

At 11th level, both the normal and long ranges of any firearm you wield are doubled, and when making an attack, you may spend up to 3 ki points, adding that much to the hit roll.

Fatal Shot

At 17th level, You can spend 6 ki to empower your next range attack. if the attack hits, it riddle the opponent with incredible force. When you use this action, the creature must make a Constitution Saving throw versus your Ki Save DC. If it fails it is dropped to 0 hit points. if it succeeds it takes 10d10 force damage and is pushed back 10 feet as the bullet leaves the target. You cannot put more than 1 bullet with Fatal shot into a target at a time.

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