Base Class: Paladin
The Oath of the Lawman is a solemn commitment to punish those who have committed crimes and to punish those responsible for the most heinous ones. Although similar to Oath of Vengeance Paladins, those on the Oath of the Lawman do not simply seek to eradicate the problem, but to investigate and understand the problem as well so that it may never happen again. Oath of the Lawman paladins swear by their guns, an extension of their will to serve and protect the innocent.
Oath of the Lawman paladins specialise in crafting, maintaining, and using pistols. They believe that in order to get the most out of their firearms they must put their heart and soul into its creation, treat it as an extension of their person, and use it responsibly for the good of the people. On the frontiers of the world Oath of the Lawman paladins are often the last line of defence between small villages and the horrors of the wilds, valiantly protecting the innocent with the magnificent power of their firearms. The most experienced paladins on the Oath of the Lawman are so gifted they are able to control the trajectory of their ammunition after they have fired it through sheer force of will, and the most powerful are known to move through combat like an angel of death. Letting loose a near unstoppable barrage of bullets upon their enemies before they even have a chance to act.
Law Keeper paladins are often known as Holy Gunslingers, Sheriffs, Lawmen, and Bounty Hunters.
OATH OF THE LAW KEEPER
I hereby solemnly and sincerely declare before the gods that I will faithfully discharge the duties of a member of a law keeper with fairness, integrity, diligence and impartiality, upholding the constitution and the laws of the land and according equal respect to all races. While I continue to be a member, I will to the best of my skill and knowledge discharge all my duties according to law, and I do not belong to, and will not while I remain a member form, belong to or subscribe to, any political party, secret society or guild.
Gunsmith
You gain proficiency with firearms and tinkers tools. You may use these tinkers tools to craft ammunition at half the cost and repair damaged one-handed firearms.
Divine Gun
Starting at 3rd level, you can use the divine smite class feature on any ranged attack made with a one-handed firearm with which you are proficient.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Deadeye Shot. As a bonus action, you hold your holy symbol and choose one creature you can see within 120ft. Your next attack against that creature is made with Advantage, and the attack ignores any resistances the creature may have. If the attack hits, the creature must make a Constitution saving throw, unless it is immune to being stunned. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is stunned for 1 minute or until it takes any damage. While stunned, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Righteous Indignation. As a reaction, when targeted by an attack, you can utter a vow of righteous indignation against the attacking creature so long as it is within 120ft of you, using your Channel Divinity. You gain resistance to any damage inflicted by that creature for 1 minute or until you drop to 0 hit points or fall unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Lawman 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 |
Trajectory Curving
By 7th level, you gain the ability to manipulate the trajectory of your ammunition allowing you to bend the bullet's trajectory to hit a target blocked by an object or around corners. You ignore the effects of partial, half-cover and full-cover and you do not have disadvantage on attacks made to shoot a target you cannot see as long as you have a rough idea of where they are such as through sound, smell, or being told by an ally.
The Quickening
Starting at 15th level, you are so fast you blur through battle, moving and shooting like an angel of death. You may cast haste on yourself as a bonus action without the need for vocal, somatic, or material components. You can do so a number of times equal to your Charisma modifier, and you regain all uses after you finish a long rest.
Emissary of Justice
At 20th level, you can become an Emissary of Justice. Using your action, you clench your holy symbol and briefly close your eyes. For 1 hour, you gain the following benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever you hit a creature with an attack, it must succeed on a Wisdom saving throw or be frightened for 1 minute. This ability ignores immunity to frightened.
Once you use this feature, you can’t use it again until you finish a long rest.
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