Way of the Gun Kata (5e Subclass)
Way of the Gun Kata[edit]
Monastic Tradition
Monks who follow the tradition of gun kata blend the accuracy of a marksman and precise combat stances to find the perfect positioning to both accurately hit their targets while avoiding being harmed by them. The gun kata was developed to maximize evasion, by adopting stances that were based on the most common firing trajectories towards the human body, while at the same time providing a way to retort that fire. Gun kata monks can fight both at close-quarters and at range, and they can fire shots at punching distance without any type of hindrance.
- Bonus Proficiencies
Starting at 3rd level, you gain proficiency in the tinker's tools and the Perception skill, if you don't have already.
- Gun Stances
Starting at 3rd, you can carry and wield a pair of short pistols, that are martial ranged weapons you are proficient with. You can use these pistols in martial combat, by adopting stances, and you know the following stances: Barrage, Long Shot and Close Combat. You can seamlessly flow between each stance:
- Barrage. You can replace any unarmed strike you can make for a shot with a pistol. When you do so, you make a ranged weapon attack against a creature within 30 feet, causing piercing damage equal to your unarmed strike on a hit. You have no disadvantage on your ranged attacks against creatures within 5 feet using the pistols.
- Long Shot. When you use your Patient Defense, you can use your Action to make a single accurate shot with your pistol against a creature within 120 feet. You have advantage on this attack.
- At 5th level, this attack cause additional damage equal to two rolls of your martial arts die on a hit.
- Close Combat. You can make attacks at close range with your pistols. The pistol is considered a monk weapon and causes 1d6 bludgeoning damage.
If you lose your guns, you can build another by spending 300 gp over 8 hours of work.
- Agile Evasion
At 6th level, you can use your Deflect Projectiles features against any types of attacks. Upon reducing the damage of an attack to 0, you can make one attack with your pistol or unarmed strike by spending 1 ki point.
- Deadly Shot
Starting at 6th level, the damage dealt by your pistols ignores resistances and immunities to non-magical damage.
- Advanced Stances
At 11th level, you can create a kill zone with each of your stances. You gain the following benefits:
- Kill Zone. As an action, you can make one attack against each creature within 30 feet, up to your proficiency bonus. Make a separate attack for each target. You can spend 1 ki point as a bonus action to choose two additional targets.
- Long Shot. Your shot can pierce trough enemies. As an action, make a ranged weapon attack against a creature within 90 feet. On a hit, all creatures in a 30-foot by 5 foot line, starting on the target, must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take the damage of your attack on a failed save. You can spend 1 ki point as a bonus action to have Advantage on this attack.
- Close Combat. As an action, you can make an attack against each creature within 5 feet of you. If you use your flurry of blows when using this action, you can attack twice each creature within reach.
- Bullet Hell
At 17th level, once per turn when you have advantage on an attack, you can forgo that advantage to make an additional attack instead.
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