Way of the Iron Storm (5e Subclass)
Way of the Iron Storm[edit]
Monastic Tradition
Monks who follow the tradition of the Iron Storm 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 Iron Storm tradition 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. Monks of the Iron Storm can fight both at close-quarters and at range, and they can fire shots at punching distance without any type of hindrance.
- Firearm Competence
Starting at 3rd level, you gain proficiency in the tinker's tools, if you don't have already. Additionally, you add your Proficiency Bonus to your initiative modifier.
- Gun Stances
Starting at 3rd, you can carry and wield a pair of short pistols, These pistols are martial ranged weapons with which you are proficient, and they count as Monk weapons for you. You can use these pistols in martial combat by adopting 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 of your choice within 30 feet.
- 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 causes 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 causes bludgeoning damage when used in this manner.
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 may spend 1 Ki point to make one melee or ranged attack with your pistol as a reaction
- 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 have unlocked additional stances, which improve upon the Stances you unlocked at 3rd level. You gain the following stances:
- 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.
- Space Ripper. 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.
- Whirling Dynamo. As an action, you can make a ranged attack against each creature between 10 and 15 feet of you. You may spend a Ki point to attack each creature again as a Bonus Action.
- Bullet Hell
At 17th level, when you have advantage on an attack, you can forgo that advantage to make an additional attack instead.
- DISCLAIMER
This subclass is a reflavoring and tweaking of the Way of the Gun Kata, which may be found pretty close to where you found this subclass. Not much is changed between the two except ability names and clarifications which I get were important. Both subclasses do almost the exact same thing, though. Anyway, good luck, and Godspeed, you brilliant Gun-Monk!
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