Oath of the Gun (5e Subclass)

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Oath of the Gun

Design Note: This subclass uses firearms, of which none exist in vanilla D&D. A small number of anachronistic firearms exist in the Dungeon Master's Guide, but most are unbalanced for regular play. To find a list of homebrewed weapons designed for use in a vanilla D&D setting, look at the Fantasy Firearms variant rule.

There comes a time when the wicked must cower, and the righteous must prevail, even in the lands of lawlessness and discovery. At those times, in those places, these paladins appear. They are blessed, often by the gods not because they worship, but by virtue of their sacred quest to root out evil and defend the innocent. With a gun in hand and faith in their skill alone, they venture forth into the unknown wildernesses, in pursuit of those who would threaten the peace of the people they protect. In posse or solo, they do not consider themselves paladins, nor even holy; instead, they follow a personal sense of justice and are blessed on the basis of their worthiness.

Vows of the Gun

Fear Not The Unknown No matter the lands you find yourself, do not balk at that which no one has ever seen.

Fight For Peace Your battles are for the sake of the weak; never let the innocent come to harm because of your actions or inactions.

No Gods Above, Nor Demons Below The agenda of deities is not your concern; seek righteousness in all things, and take orders from no one who would disrupt this quest.

Oath Spells

You gain oath spells at the paladin levels listed:

Paladin Level Spells
3rd hunter's mark, feather fall
5th blur, misty step
9th haste, sealing strike
13th arcane eye, light beam
17th telekinesis, mislead

Gun Proficiency

When you take this Oath at 3rd level, you gain proficiency in firearms and a receive a bonus depending on your Fighting Style:

  • Defense. While wearing light armor, you gain a +2 bonus to your AC instead of a +1.
  • Dueling. When you are wielding a one-handed firearm and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a two-handed firearm, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When you use your reaction to protect an ally this way, you may also make a ranged attack against that creature using a firearm as part of that same reaction.

In order to aid the transition from a melee focused class to a ranged one, you receive the following additional amendments:

  • Your Divine Smite can be used with firearms, but the damage die is reduced to a d6 when you do so.
  • When you cast a spell that requires you to make a melee weapon attack, you can instead make a ranged weapon attack with a firearm if the target is within 20 feet of you. When using a firearm in this way, you ignore disadvantage for using a ranged weapon in close range.
  • You can use a firearm as a holy symbol.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

   Quickdraw. As a bonus action, you can make a weapon attack with a firearm against a creature within range and immediately reload (in either order). If the creatures remaining hit points are less than the damage taken from this attack, its hit points are reduced to 0.

   Combat Roll. As a reaction to being targeted with a ranged attack, or an effect that requires you to make a Dexterity saving throw, you can force the attack to miss or take no damage from the effect. When you do this, your speed is reduced by 15 feet on your next turn and you must move at least 15 feet in a straight line. You cannot use this feature if you cannot move more than 15 feet.

Aura of Grit

At 7th level, if you or an allied creature within 10 feet would take damage less than or equal to your proficiency bonus, the damage is reduced to 0. At 18th level, the range of this aura increases to 30 feet.

Healing Ray

At 15th level, you can use Lay on Hands to target a creature you can see within 30 feet of you.

Bullet Time

At 20th level, you can enhance your perceptive abilities to a supernatural degree for one minute as an action. During this time, you gain the following benefits:

  • You may either reload or fire a firearm one extra time whenever you take the attack action.
  • All ranged attack rolls made against you have disadvantage.
  • You have blindsight to a range of 30 feet.

Once you use this feature, you can't use it again until you finish a long rest.

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