Base Class: Paladin
To Be Added
Firearm Proficiency
Starting when you choose this oath at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Better Gunsmith
Upon choosing this oath at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 bonus action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Paladin Handling
Starting at 3rd Level, after picking the oath, you are able to imbue the power of your smites into specialized bullets, allowing you smite foes with your firearm, rather than just your melee attacks.
Junk Town Training
Starting at 3rd Level, after choosing the oath, you are able to handle shotgun or Blunderbuss as one handed rather than two handed. When using a one handed thrown weapon, through the power of your oath, as a bonus action or after 5 turns, can be recalled back to your hand. When making a ranged attack with a one handed throwing bladed weapon, on a hit, the weapon is stuck into the target and they take an additional 1d4 damage for up to 5 turns. When the weapon is recalled back to your hand, the target is pulled 30 ft towards you, with which the target continues to take 1d4 damage for 2 more turns. You gain temporary health equal to the slashing damage done for each turn the damage is being rolled dealt by this ability.
You can use this ability equal to your profinciency bonus, from which you will regain uses after a short or long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Junker Lord Spells
| Paladin Level | Spells |
|---|---|
| 3rd | expeditious retreat, compelled duel |
| 5th | hold person, zone of truth |
| 9th | haste, bestow curse |
| 13th | freedom of movement, stoneskin |
| 17th | hold monster, circle of power |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Encouraging Shout
Starting at 7th level, instead of an unique aura like other paladins, once per short or long rest, you let out an encouraging shout, which give you and allies within 10 feet of you 3d6 temporary health and an additional 15 feet in movement speed for 4 turns.
You may use this feature again after a short or long rest.
Carnage
Starting at 15th Level, once per long rest, You dash 30 ft in a straight line, for each creature of your choosing in your path, make a melee attack roll. On a successful hit(s), they take your max weapon damage with an additional 1d6 damage and gain vulnerability to nonmagical bludgeoning, piercing, and slashing damage for 5 turns. On a unsuccessful hit(s), they only take 1d6 damage for 3 turns. You gain temporary health of amount of damage dealt of those turns from this ability.
Indominable Junk Lord
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of the reckoning, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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