Oath of the Gun (5e Subclass)
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Oath of the Gun
Some Paladins don't belong to any order, or worship any god. They do not consider themselves paladins, but they can be classified as such, as their divine powers come from faith and zeal. Though, their faith is self-faith and their zeal is in their quest to purge the world of evil. While other paladins operate in groups, fighting against armies of darkness, these sacred gunslingers operate alone, taking out individual threats one at a time.
- Oath Spells
You gain Oath spells at the Paladin Levels listed:
|3rd||Hunter's Mark, Feather Fall|
|5th||Blur, Misty Step|
|9th||Haste, Sealing Strike|
|13th||Arcane Eye, Light Beam|
- Gun Proficiency
When you take this Oath at 3rd level, you gain proficiency in firearms. You also gain a bonus depending on what Fighting Styles you have:
- Defense: The bonus AC increases to 2, but only while wearing light armor.
- Dueling: The +2 to damage rolls this fighting style provides now also applies to one-handed firearms.
- Great Weapon Fighting: The damage reroll on a 1 or 2 now applies to two-handed firearms as well.
- Protection: When you use your reaction to protect an ally, you may also make a ranged attack against the attacker using a firearm.
- Your Divine Smite can be used with firearms, but the damage die is reduced to a d6.
- A spell with "Smite" in the name that can normally only be used with a melee weapon can now be used with a firearm, but only if the target is within 20 feet. When using a firearm in this way, you ignore disadvantage for using a ranged weapon in close range.
- A firearm can be used as a holy symbol.
(Editor's note: This "extra class feature" the Oath of the Gun Paladin gets vs other Oaths is meant less of an extra power boost, and more to help transition the Paladin from a melee class to a ranged one)
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Unlike other Paladin Subclasses, you may use your channel divinity twice, regaining both usages after a short or long rest.
- Quickdraw: As a bonus action, you make a weapon attack with a firearm against a creature, and immediately reload (in either order). If, after damaging the creature, its remaining hit points are less than the damage it took, 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 save, you can force the attack to miss or negate the effect. When doing so, you must move at least 15 feet, up to a distance equal to your speed. The distance you move comes out of your movement speed on your next turn. You cannot use this if you cannot move more than 15 feet.
- Aura of Grit
At 7th level, if you or an allied creature within 10 spaces would take damage less than or equal to half your level (rounded up), the damage is reduced to 0. At 18th level, the range is increased to 30.
- Healing Ray
At 15th level, your Lay on Hands ability gains 30 range.
At 20th level, you can slow your perception significantly for one minute. During this time, you may either reload or fire a firearm one extra time whenever you make an attack action, and all ranged attacks have disadvantage against you. Once you use this feature, you can't use it again until you finish a long rest.