Base Class: Paladin
It's a ranged paladin, themed around the Giff and their relationship to gunpowder and divinity. Might add flavor text later, but I just want to get this out there for now. Please feel free to give me any feedback you have, balance, spelling, grammar, whatever, as this is my first homebrew subclass! Enjoy!
Oath Spells
3rd-level Oath of Gunpowder feature
You gain oath spells at the paladin levels listed in the Oath of Gunpowder table. See the Sacred Oath class feature for how oath spells work.
Oath of Gunpowder Spells
| Paladin Level | Spells |
|---|---|
| 3rd | catapult, fog cloud |
| 5th | scorching ray, kinetic jaunt |
| 9th | thunder step, melf's minute meteors |
| 13th | fabricate, arcane eye |
| 17th | wall of force, swift quiver |
Channel Divinity
3rd-level Oath of Gunpowder feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Quick Teacher. You can use your Channel Divinity to share your knowledge of firearms with those around you. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 24 hours, they have proficiency with firearms, as well as the tools needed to manufacture them. When they make a ranged weapon strike using a firearm while under this effect, they can use your proficiency bonus when calculating their hit.
Sacred Ammunition. You can use your Channel Divinity to imbue ammunition with holy magic. As an action, you touch a number of pieces of ammunition equal to 2 times your charisma modifier (with a minimum of 2 pieces). For one hour, each projectile deals radiant damage and has a bonus to damage equal to your charisma modifier when fired from a weapon (with a minimum bonus of +1). Regardless of if the attack hits or misses, the ammunition disintegrates with a flash of holy light after each attack.
Ranged Divine Smite
Ranged Divine Smite
Starting at 3rd Level, when you hit a creature with a ranged weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Aura of Acceleration
7th-level Oath Gunpowder feature
You emit an aura that manipulates projectiles around you while you aren’t incapacitated. When you or any creatures of your choice within 10 feet are subject to a ranged attack, you may choose if the attack roll gains advantage or disadvantage.
At 18th level, the range of this aura increases to 20 feet.
Divine Shrapnel
15th-level Gunpowder feature
You’ve become a master of close-range fire. Whenever you use your divine smite feature on a ranged weapon attack against a target within 15 feet, the smite radiates out in a 15-foot cone from your position facing the enemy. All creatures within the cone are affected by the damage of your smite. When used in this way Divine Smite does one less d8 of damage as if the spell slot used was one level lower.
Chaotic Flow
20th-level Oath Gunpowder feature
You can embody the chaotic, instant explosive power that powers your weapons. As a bonus action, you gain the following benefits for 1 minute:
- When a creature targets you with any ranged attack roll, you can redirect the attack back at the user. The attack hits automatically with the user as the new target of any of its effects.
- When you kill a target with a ranged weapon attack, your projectile ricochets off the target. You can make a special ranged weapon attack against a new target emanating from the body of the dead creature as the projectile. This special attack uses your ranged weapon's modifiers, and can happen a number of times equal to your charisma modifier every round (with a minimum of once).
- Once while under the effects of this feature, you can spend an action to choose a number of targets equal to your charisma modifier (with a minimum of one). At the beginning of your next turn, those targets become paralyzed until the end of your turn. Using this feature ends the effect of Chaotic Flow.
Once you use this bonus action, you can’t use it again until you finish a long rest.
Comments