The Holy Gun (5e Subclass)

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Oath of the Gun[edit]

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 homebrew weapons designed for use in a vanilla D&D setting, look at the Fantasy Firearms variant rule.


Vows of the Gun[edit]

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 otherworldly beings is not your concern; seek righteousness in all things, and take orders from no one who would disrupt this quest.

Oath Spells[edit]

You gain oath spells at the paladin levels listed:

Paladin Level Spells
3rd hunter's mark, feather fall
5th blur, misty step
9th haste, lightning arrow
13th arcane eye, faithful hound
17th telekinesis, mislead

Gun Proficiency[edit]

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.
  • Dual wielder. When holding 2 light weapons you may fire the second weapon as a bonus action.

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[edit]

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, you must move at least 15 feet in a straight line and your speed is reduced by 15 feet on your next turn. You cannot use this feature if you cannot move more than 15 feet.

Gun slinger[edit]

At 4th level, you gain one extra attack.

Aura of Grit[edit]

At 7th level, when you or a creature within 10 feet of you takes damage less than or equal to your paladin level, you can reduce this damage to 0. At 18th level, the range of this aura increases to 30 feet.

Holy barrage[edit]

At 10th level, you can unload 3 shots from a 1 handed firearms as an attack an amount of times equal to your Dexterity score, and 2 shots times for a 2 handed firearms are based on strength score.

Healing Burst[edit]

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

Bullet Time[edit]

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 attack.
  • All 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, unless you expend a 5th-level spell slot to use it again.

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