Paladin
Base Class: Paladin

The oath of the Scared Armament is a gifted marksman blessed with a powerful firearm from his/her deity called a Sacred Armament.

Oath Spells

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

The Sacred Armaments

When you take this Oath at 3rd level, you gain proficiency in firearms and receive:

 

  1. Sacred Armament - You receive a Sacred Armament as a gift from a powerful being, with the command to destroy evil and protect those in need. The Sacred Armament takes an initial shape of your choosing: revolver or rifle. The Sacred Armament can only be operated by you, requiring non-magical bullets as ammunition and the power of your paladin oath to fire. The Sacred Armament is immune to most damage, although may be destroyed with a spell of high enough level. If it is destroyed or disappears from your possession for any reason, you must spend at least 4 hours praying to repent for losing your gods gift. Your deity will then bestow another. You are proficient with it and its attacks count as magical for the purposes of overcoming resistances. Shots with your Sacred Armament ignore disadvantage from close range.

Divine Revolver

1d6 piercing, 5 lb, ammunition (range 60/120), light. There are 6 chambers in the revolver, requiring an action to reload up to 6 bullets.

Divine Rifle

1d12 piercing, 20 lb, ammunition (range 100/400), heavy, loading, two-handed. The rifle holds a single bullet requiring an action to reload.

2.  Smiting Shot - When you make a ranged attack with your Sacred Armament  Divine Smite, Improved Divine Smite, or a spell that takes effect on a melee weapon attack may be applied to the ranged attack as long as it is made at half range (Revolver 30/60 Rifle 50/200) or less. You may use this feature a number of times equal to half your paladin level rounded down(min of 1).

3.  Fighting Styles that require melee weapons can apply to your Sacred Armament.

Sacred Armament: Divine Revolver

Divine Revolver

1d6 piercing, 5 lb, ammunition (range 60/120), light. There are 6 chambers in the revolver, requiring an action to reload up to 6 bullets.

 

 

Sacred Armament: Divine Rifle

 

 

Divine Rifle

1d12 piercing, 20 lb, ammunition (range 100/400), heavy, loading, two-handed. The rifle holds a single bullet requiring an action to reload.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  

-Heavenly Shot. As a bonus action, you can enhance your current shot with divine energy guiding it to it’s target as if by divine force. Your next shot from your Sacred Armament has a bonus +100 effective/maximum range and advantage.

 

 -Divine Intuition. 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.

Aura of reflexes

Starting at 7th level, dexterity saving throws made by you and allied creatures within 10 ft of you may add your CHA modifier to the roll. At 18th level, the range of this aura increases to 30 ft

Sacred Arsenal

Starting at 15th level, you may during a short rest transform your Sacred Armament into its alternate form or back again, revolver to rifle or vice versa. You may also use a bonus action to transform your Sacred Armament in combat. You may only use this feature a number of times = Proficiency Bonus per long rest

**use the character edit screen to change your sacred armament under the Sacred Armaments feature.

Righteous Artillery

At 20th level, your mastery of and bond with your deity and your Sacred Armament has empowered you and allowed you to rain divine justice for a short time. You deal an additional 2d6 radiant dmg. Also, if you use your action you gain the following benefits for one min. You may do this once per long rest:

  • Your Sacred Armament merges with your being in the form of an arm cannon dealing 2d10 instead of your normal Sacred Armament dmg and requires no ammunition.

Sacred Arm Cannon

2d10 piercing, (range 150/450), special

  • At the start of each of your turns you regain 1 use of the Smiting Shot feature.
  • You gain a flight speed equal to your movement speed in the form that’s best suited for your deity.
Righteous Artillery: Off

Your default form

Righteous Artillery: On

Activate your Righteous Artillery from.

Righteous Artillery: On

You take your Righteous Artillery form.

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