Monk: Way of the Smoldering Match

by MisterTikva

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Way of the Burning Brimstone

Although most monks are deeply traditionalist, some embrace new developments in weapon technology. Monks of the Way of the Burning Brimstone are masters of using firearms both up close and at distance. They unleash devastating barrages of bullets upon their enemies and use their lightning fast reflexes to retaliate before an attack has even been made.

Firearm Mastery

Starting when you choose this tradition at 3rd level, you become a master of firearms and get the following benefits:

You gain proficiency in Smith's Tools, Tinker's Tools or Alchemist's Supplies (your choice).

You become proficient with pepperbox pistol and dragoon pistol.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls if you are wielding a one-handed firearm you are proficient with.

Instead of not moving, you can use 15 ft of movement when reloading your firearm.

Distracting shot

At 3rd level you learn to use the smoke, sound and shock a firearm produces to gain an upper hand in melee combat. After you successfully hit a target within 5 ft of you with a firearm attack, you can spend 1 ki point to produce one of the following effects:

You gain advantage on attacks made with your Flurry of Blows feature against the target until the end of your turn.

The target has disadvantage on melee attacks against you until the start of your next turn.

Flurry of Bullets

At 6th level you learn to fire and reload your firearms with uncanny speed. You can spend 2 ki points to make two ranged attacks with firearms as a bonus action. You ignore the Reload and Long reload properties of firearms you are usoing for those attacks and reload all firearms you are wielding for free afterwards.

Preemptive Shot

Additionally at 6th level you gain to predict enemy's actions and respond immediately. As a reaction to a creature attacking you can use 1 ki point perform a ranged firearm attack against that creature. If the attack hits, the creature automatically misses and if it has a weapon or any other object they used to make an attack with, and has to succeed on a Strength saving throw or be disarmed and have its weapon thrown 10 ft away form you. The saving throw DC equals 8 + your Dexterity modifier + your proficiency bonus.

Zen Marksmanship

At 11th level you gain the ability to concentrate and use your ki to guide your bullets through he air. When you make a ranged firearm attack, you can spend 1 ki point to make the attack especially precise. An attack made this way gains the following benefits:

  • You have advantage on the attack.

  • You do not suffer disadvantage when you attack a target at your weapon's long range.

  • The attack scores a critical hit on a roll of 19 or 20.

  • You ignore half cover and three-quarters cover for the attack.

It's High Noon

At 17th level you gain the ability to become a whirlwind of fire, smoke and bullets. As an action you can use 5 ki points to make an attack against any number of creatures you can see within 60 ft of you.

You ignore Reload and Long reload properties of your firearm for this action and any hit is considered a critical hit.

Credits

Pathfinder Gunslinger - ProdigyDuck on DeviantArt

 

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