Base Class: Paladin
TBD
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Firearm. As a bonus action, you can imbue a ranged weapon that you are holding with a link to the divine, using your Channel Divinity. For 1 minute, the weapon is considered magical if it is not already and you may use your Divine Smite class feature with the weapon while making ranged attacks.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Inciting Ammunition. As a bonus action, you can imbue 6 pieces of ammunition with divine energy. The ammunitions stays blessed until you complete a short or long rest.
When a ranged attack with one of the pieces of ammunition hits, that creature must make a WIS saving throw. On a failed save, the creatures' speed is halved for 1 minute and it has disadvantage on attack rolls made to hit anyone but you. On a successful save the abjuration has no effect.
Fighting Style Retraining
Having abandoned your previous martial training to focus on becoming one with your new gun, you may replace the fighting style you selected previously with any fighting style from the below list:
- Archery
- Close Quarters Shooter (UA)
- Two-Weapon Fighting
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sharpshooter Spells
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Alertness
The Sharpshooter is always prepared to take the shot, even if they have been waiting for hours. Your presence bolsters allies to be prepared as well, regardless of their tired state. Beginning at 7th level You and friendly creatures within 10 feet of you ignore the effects of the first two levels of exhaustion. Once you gain 3 levels of exhaustion all of the effects from levels 1 through 3 effect you normally until you have less than 3 levels of exhaustion.
At 18th level, the range of this aura increases to 30 feet and you can ignore the first four levels of exhaustion. Once you gain 5 levels of exhaustion all of the effects from levels 1 through 5 effect you normally until you have less than 5 levels of exhaustion.
Finding the Clean Shot
Starting at 15th level you have become proficient at biding your time looking for the right shot. When you or another creature you can see within 30 feet of you is hit by a melee attack, you can use your reaction to make one ranged weapon attack against the attacker. If this attacker is within 5' of one of your companions you have advantage on this attack roll. You may use this reaction a number of times equal to your charisma modifier. Once these uses have been exhausted you may not do so again until you complete a long rest.
Sniper of Legend
At 20th level, you learn to channel the spirits of historic gunsmith's before you to briefly harness great power. As an action, you embrace these spirits, gaining the following benefits for 1 minute:
- When you make a ranged attack roll, the roll is made with advantage.
- The critical hit range for all ranged attacks you make is 19 - 20.
- When you take the attack action and hit a target with each of your ranged attacks you may make one additional ranged attack.
- The terrain within 30' of you is considered difficult terrain for a number of creatures up to your charisma modifier that you designate.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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12/24/2021 8:29:46 PM
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Coming Soon
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