Paladin Gunslinger (5e Creature)
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Medium humanoid (any race), lawful good
Saving Throws Dex +6, Wis +3, Cha +6
Armaments. The paladin either wields two revolvers, or a rifle.
Divine Smite. As a bonus action, the paladin can expend a spell slot to cause its ranged weapon attacks to magically deal an extra 7 (2d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. The damage increases by 1d6 if the target is an undead or a fiend.
*The paladin casts these spells on itself before combat.
Multiattack. The paladin makes two Revolver attacks or one Rifle attack, and a Quickdraw.
Quickdraw. The paladin makes an attack with its firearm. If the attack hits the target, deal damage normally. Afterwards, if the target's remaining hit points are lower than the damage dealt, the target is reduced to 0 hit points.
Revolver. Ranged Weapon Attack: +6 to hit, reach 25/100 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Each revolver holds 6 shots. Once a revolver runs out of ammunition, it cannot be used.
Rifle. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: 11 (2d8 + 4) piercing damage. The rifle holds 6 shots. Once the rifle runs out of ammunition, it cannot be used.
Reload. The paladin reloads the ammunition of up to two guns.
Combat Roll. The paladin negates all damage it would take from a ranged attack or an attack that requires a Dexterity saving throw. The paladin must then use 15 or more feet from its movement to immediately move. If it cannot move at least 15 feet, then it cannot use this reaction.
In worlds where firearms are common, some holy warriors will choose to use them instead of swords or hammers. These paladin gunslingers channel the blessed power of their gods through the barrels of their guns to blaze through their enemies.