Way of the Akuto

Akuto train relentlessly with their guns , to the point that the weapon becomes like an extension of the body. They see a gun in much the same way a blacksmith regards a forge or a Kensai sees the sword and bow. The Akuto applies ancient martial arts to the advancement of weapons.

The Path of the Akuto

When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts to ranged combat with complex firearms and crossbows. You gain the following benefits:

Trained for Warfare. Any weapon with loading is considered a Akuto weapon. You gain the following benefits when using an Akuto weapon:

You gain proficiency with these weapons if you don’t already have it.

You ignore the loading quality.

They are monk weapons for you.

Vital Shots. You can use a bonus action on your turn to make your ranged attacks with a Akuto weapon more deadly. When you do so, any target you damage with a ranged attack causes the weapon to deal extra damage to the target equal to your Martial Arts die.You retain this benefit until the end of the current turn.

Tools of the Trade. You gain proficiency with smith's tools, you reduce the materials needed to craft Akuto weapons and ammunition by half, and you possess the knowledge to create weapons that use gunpowder.

Ki Infusion

At 6th level, you extend your ki into your Akuto weapons, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ki Shots. You have mastered control over your shots. In Addition you may spend 1 ki points as a bonus action to gain one the following benefits:

Bursting Shot. Your attacks ignores disadvantage for attacking within 5ft of a creature and the creature is knocked back 10ft.

Your attacks ignores disadvantage for attacking within 5ft of a creature and the creature is knocked back 10ft. Critical Shot. You attacks deal one additional Martial Arts die.

You attacks deal one additional Martial Arts die. Stunning Shot. If hit with an attack you can use Stunning Strike.

Trick Rounds

At 11th level, When you Attack on your turn with a Akuto weapon, you can spend 1 ki points as a bonus action to cause your weapons to fire trick rounds. Choose one of the following rounds:

Spread Round. Your round splits into pellets and hits all creatures in a 20ft cone orignating from space of your choosing in weapon range.

Your round splits into pellets and hits all creatures in a 20ft cone orignating from space of your choosing in weapon range. Piercing Round. Your round pierces and hits all creatures in a 60ft line.

Your round pierces and hits all creatures in a 60ft line. Ricochet Round. Your round now ricochet to 3 differnt creatures within 30ft.

Each creature hit by the rounds must make a Dexerity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one.

Spot Weakness

At 17th level, your keen eyes allow you to seek weak points. If you hit with an attack roll using a monk weapon on your turn, you can deal your weapon damage again. You can use this feature only once on each of your turns.

Verizon 3.1

Firearm's and their rules can be found in the DMG, pg. 268.

Art is by Blake Henrikson

Thanks to u/hunter_of_necros ,/u/LiquidPixie and my dnd group for feedback!