The stars of Pash-Mara
Way of the Ki gunner
Ki Gunners are one of the many type of deserters & heretics of the monastic ways. Utilizing firearms into their martial arts prowess, they aim to be proficient in whatever cause they find; whether it is for a non-monastic cause or for themselves.
Starting when you choose this tradition at 3rd level, you gain proficiency in all firearms that don’t have the heavy, scatter or explosive property. These firearms can also be considered as your monk weapon. You will only gain these bonuses as long as you aren’t wearing armor or wielding a shield.
At 3rd level, you gain the ability to channel your ki through your hand & into your firearms, creating air bullets to replace your lost or depleted ammunition. As a bonus action, you can spend 1 Ki point to load a number of Ki Bullets into a firearm that you are holding. This number is equal to the firearm’s Reload score. You don’t need a free hand to load Ki Bullets.
Ki Bullets deals piercing damage equal to your Martial Arts damage & any rolls that involve firing Ki Bullets will not trigger the Misfire roll.
Ki Bullets disappear the moment you unarmed the firearm contains it or if the firearm that contains it is separate from your hands by any means. Ki Bullets also disappears after 1 minute or after a short or long rest.
At 6th level, you will gain the option to instead spend 2 Ki Points; loading Ki Bullets into two of the firearms that you are holding & is without any ammunition. If you do, the number of Ki Bullets loaded is equal to each firearms’ respective Reload score.
Pressure Point Shots
By Level 6, you’ve honed your aim to fire off targeted shots to disable an opponent. You can spend 1 Ki Point before making an attack roll to target a specific location on the target’s body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.
Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier.
+Head. On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
+Arms. On a hit, the target normal damage and must make a Strength saving throw or drop 1 held of your choice.
+Torso. On a hit, the target takes normal damage and is pushed to 10 feet directly away from you.
+Legs/Wings. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.
By 11th Level, you can now combine your expertise in martial arts and Ki into your specialization in firearms. Immediately after you take the Attack action on your turn, if you are within 5 feet to 15 feet of a hostile creature, you may spend 3 Ki Points to perform two normal ranged attacks at said hostile creature as a bonus action. These two attacks will not have disadvantage from being within 5 feet of the hostile creature & will ignore half cover and three-quarters cover against targets within 30 feet of you. Also, these two attacks cannot be Pressure Point Shots.
By 17th Level, you can now use your Ki to augment your shots into scatter shots. At the start of your turn, you may spend one 6 Ki Point to give all firearm attack rolls that are performed in that turn the scatter property.
The damage each shot deals will be halved & your attack’s maximum range is reduced to 15 feet. But in exchange, each attack you perform in that action is made against each creature within a 30 feet cone. If an affected creature is adjacent to you, they suffer double of the halved damage or just the normal damage on a hit.