Firearms (5e Sourcebook)/Way of Gun Fu
Way of Gun Fu
Bullet ballet, gymnastic gunplay, and your gun katas make the area around you especially hazardous.
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 worthy foe to 0 hit points.
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.
Starting at 3rd level, you can use Charisma instead of Wisdom for your monk features, can treat one-handed firearms as monk weapons, are able to use them as melee finesse 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.
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.
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 by spending one grit point. When you do so, 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.
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.