Difference between revisions of "Firearms (5e Sourcebook)/Way of Gun Fu"

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=== Gun Kata ===
 
=== Gun Kata ===
  
Starting at 3rd level, you can treat one-handed firearms as monk weapons, and can use them as melee weapons that deal 1d6 bludgeoning damage, and can use your Martial Arts class feature when firing them at range.
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Starting at 3rd level, you can treat one-handed firearms as monk weapons, and can use them as melee weapons that deal 1d6 bludgeoning damage, and can use your Martial Arts class feature when firing them at range. In addition, you can activate your Martial Arts unarmed strike as a bonus action or the attacks from Flurry of Blows in between your firearm attacks.
  
In addition, before making a ranged attack with a one-handed firearm, you can spend one grit point to ignore any disadvantage imposed upon you from being within 5 feet of a hostile creature, and can reload your firearm immediately afterwards as an item interaction. After using this feature, you gain a number of special reactions until the start of your next turn equal to the number of times you used this feature. When you would be attacked, you may spend one of these special reactions to impose disadvantage on the attack roll.
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When you make an unarmed strike, you can spend one grit point to reload an unloaded firearm as part of that attack. After using this feature, you gain a number of special reactions until the start of your next turn equal to the number of times you used this feature. When you would be attacked, you may spend one of these special reactions to impose disadvantage on the attack roll.
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Lastly, you can spend one grit point to ignore any disadvantage imposed upon you from being within 5 feet of a hostile creature until the start of your turn.
  
 
=== Gymnastic Gunplay ===
 
=== Gymnastic Gunplay ===

Revision as of 22:44, 30 June 2020

Way of Gun Fu

Bullet ballet, gymnastic gunplay, and your gun katas make the area around you especially hazardous.

True Grit

At 3rd level, you gain proficiency with firearms and can tap into your emotional resilience, mental perseverance, and the will to never give up. Your ability to do so is represented by your grit points. You have a number of grit points equal to your Charisma modifier plus either your Constitution or Wisdom modifier (minimum 1). You regain one expended use when you score a critical hit with a firearm or reduce a creature to 0 hit points whose CR is equal or more than half your level.

If you gain True Grit from more than one source, your grit points do not increase. You regain all expended grit points at the end of a long rest.

Finally, you gain a battered firearm identical to the one granted by the gun nut background.

Gun Kata

Starting at 3rd level, you can treat one-handed firearms as monk weapons, and can use them as melee weapons that deal 1d6 bludgeoning damage, and can use your Martial Arts class feature when firing them at range. In addition, you can activate your Martial Arts unarmed strike as a bonus action or the attacks from Flurry of Blows in between your firearm attacks.

When you make an unarmed strike, you can spend one grit point to reload an unloaded firearm as part of that attack. After using this feature, you gain a number of special reactions until the start of your next turn equal to the number of times you used this feature. When you would be attacked, you may spend one of these special reactions to impose disadvantage on the attack roll.

Lastly, you can spend one grit point to ignore any disadvantage imposed upon you from being within 5 feet of a hostile creature until the start of your turn.

Gymnastic Gunplay

Beginning at 6th level, you can use the force of your firearms to aid you in your movement. Before making a Dexterity (Acrobatics) or Strength (Athletics) check, you may spend one grit point and fire your firearm with no misfire chance, rolling the firearm's damage. If you do so, you make the check with advantage, and if you are attempting to jump, you may jump an additional number of feet horizontally equal to the damage roll, or half as much on a vertical jump.

Shoot Missiles

At 11th level, you gain the ability to shoot missiles straight out of the air. Each turn you gain a special reaction, which you can use to spend one grit point, fire a loaded firearm with no misfire chance (and reload it immediately afterwards), and activate your Deflect Missiles feature. However, you are unable to catch or throw the deflected missile.

Equilibrium

By 17th level, you have learned to incorporate your natural grit with your ki. When you would spend grit points or ki points, you can instead spend twice as many ki points or grit points respectively. In addition, you can spend 2 grit points to ignore one of the dice when rolling an attack with a firearm for the purpose of misfires.



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ClassMonk +
SummaryYour expertise with firearms allows you to engage in a gymnastic gunplay. +