Paladin
Base Class: Paladin

When taking this subclass, you gain proficiency in Firearms, you also gain the Divine shot ability, You are also able to channel your divine smite through your Firearms. 

Divine shot

The Divine shots are tactics you can choose as a bonus action on your turn before you take a shot. You can use his feature twice at 3rd level, 3 times at 7th level, 4 times at 13th level, 5 times at 17th level and 6 times at 20th level. 

Achilles Blast

When you fire your shot with this divine option, your blast is aimed toward the achilles. On a hit, the targets movement becomes zero for the round. 

Blast of Brimstone

As a bonus action, you can read some holy manuscript and empower your shot. when you shoot, the blast radiates with a yellow beam which pulses around the bulletts towards a target in range. if the target evil, the target needs to make a wisdom saving throw against your paladin spell save DC. on a fail, the target has disadvantage on saving throws until the end of your next turn. on a sucess, the shot deals regular damage and no additional affect or if they are not evil. 

Disarming blast

As a bonus action, you can channel your divine limerick into an empowered blow. the enemy has to make a strength saving throw against your paladin spell save DC. on a failed save, the blast knocks them back and looses grip of its weapon and drops it. it then has to use an action to pick it up again. on a success, the blast does normal damage. 

Divine Word

As a bonus action, you read a verse of a holy manuscript of your god. you deal extra damage equal to your Charisma modifier + your proficiency bonus for the first attack. 

Gods precision

As a bonus action you can read out a sentence of holy manuscript and empower your shot. When you make your first attack, you add your charisma modifier to the attack role. 

Stunning Shot

you can use a bonus action and read a verse from a holy manuscript. Divine energy pumps through your firearm and bursts out in a blast of light. The target needs to make a saving throw against your paladin save DC. On a failed save, he takes normal attack damage and is stunned until the end of your next turn. on a success the target takes the damage but no residual effect. 

Aura of Defense

At 7th level, You gain the Aura of Defense. This invisible blockade helps you and your teamates survive against barages of arrows and gunfire. You and any of your allies in a 10ft radius of you gain resistance to piercing damage by ranged weapons. 

The Eye of the Marksman

At 15th level, you have naturally learnt to be more cautious around your sorroundings. You have advantage on perception checks, you cannot be surprised and you also gain blindsight in  20ft radius as your hearing and smell is acute. 

Barrage

You manifest metal bullets that sorround you and fire off into the area around you in a 60ft radius. Every creature around you must make a dexterity saving throw or take 5d10 radiant damage and 5d10 piercing damage. on a sucess they take half damage. You cannot use this feature again until the next long rest. 

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