Oath of the Lawman (5e Subclass)
Paladin Oath of The Lawman[edit]
A warrior whose sole duty is to keep civilians safe and keep the Peace,
you say as you plunge your hand into the silver furnace engulfing your hand in radiant flame pulling out a holy gun.
Holy Gun[edit]
You receive a Holy Gun as a gift from a powerful being, with the command to protect the peace. The Holy Gun takes an initial shape of your choosing: revolver or rifle. The Holy Gun can only be operated by you, requiring only a ball-bearing as ammunition and the power of your paladin oath to fire. You are proficient with it:
Holy Revolver. 2d4 piercing, 4 lb, ammunition (range 60/120), light. There are 6 chambers in the revolver, requiring an action to reload up to 6 bullets.
Holy Rifle. 2d6 piercing, 12 lb, ammunition (range 100/400), heavy, two-handed. 4 shots can be loaded into the rifle, requiring an action to reload up to 4 bullets.
Smiting Shot. Divine Smite, Improved Divine Smite, and the smite spells of the paladin can now be applied to ranged attacks made with your Holy Gun.
Lawman's Tenets[edit]
The tenets of the Lawman are given by their superiors or deities
Justice The law is to be respected. Although it is not infallible it is up to you to determine.
Respect You are taught to know and respect your superiors, and who are your allies. You are also required to give the same kind of respect to all, even your enemies.
Leadership You must be willing to do what needs to be done for the sake of the people, even in the face of overwhelming odds. If you don't act, then who will?
Oath of The Lawman Spells[edit]
Paladin Level | Spells |
---|---|
3rd | Earth tremor, Hunters Mark |
5th | Maximilian’s Earthen Grasp, Earthbind |
9th | Wall of Sand, Erupting Earth |
13th | Freedom of Movement, Dimension Door |
17th | Control winds, Wall of Stone |
Channel Divinity[edit]
Sacred Gun. As an action, you fill your Holy Gun with positive energy, using your Channel Divinity. For one minute, you add you half of your Charisma modifier to attack rolls made with your Holy Gun (rounded down minimum of +1). The weapon also emits bright light in a 20 ft radius and dim light 20 ft beyond that.You can end this effect on your turn as part of any other action. At 10th level the holy gun and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. If you are no longer holding or carrying the Holy Gun, or if you fall unconscious, this effect ends.
Holy Blast. As an action, your Holy Gun emits a blast of of powerful divine energy that is as long as half of the short range of which ever holy gun you use. Each creature in the line makes a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a successful one. The damage of the blast increases with your paladin level: 4th (4d6), 8th (5d6), 12th (6d6), 16th (7d6), 20th (8d6). You can use Holy Blast without using your channel divinity a number of times equal to your Charisma modifier. These uses refresh when you finish a long rest.
Aura of Power[edit]
Starting at 7th level, you gain access to a source of power within your Holy Gun, represented by holy gun points. The number of points you have is equal to your Charisma modifier. These points can be used to fuel Gun Powers, and you regain all holy gun points when you finish a long rest. You regain 1 point when you score a critical hit, or when you finish a short rest.
Gun Powers:
Stopping Power (1 pt). Use your reaction to make an attack with your Holy Gun. On a hit, the creature's speed is halved until the start of your next turn
Pushing Power (1 pt). After an attack made with your Holy Gun hits, you push the creature 10 feet directly away from you.
Rapid Shot (1 pt). Make one extra attack with your Holy Gun as a bonus action.
Precise Shot (1 pt).You have advantage on your next attack with your Holy Gun
Gun Versatility[edit]
Starting at 15th level, you may, over the course of 1 hour, which can be done during a short or long rest, transform your Holy Gun into its alternate form or back again, revolver to rifle or vice versa. You may also use a bonus action and 2 holy gun points to transform your holy gun.
Soul of the Gun[edit]
At 20th level, your mastery of and bond with the Holy Gun is unparalleled. Using your action, your gun fuses with your arm. For one minute, your Gun Powers and Gun Versatility features do not cost holy gun points, and your Holy Blast Channel Divinity deals an extra 2d6 radiant damage. Once you use this feature, you can't use it again until you finish a long rest
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