Paladin
Base Class: Paladin

The Oath of Lead calls to those who know what must be done with the iron will to see it through. Grit and determination carry them far, but Focus and a calm heart ensures they stay on the path. These paladins are not so naïve to show mercy to all, but not so cold hearted as to doom a person for a single mistake. More than anything self control is needed; for once a trigger is pulled you may not take that bullet back. This is so that once a bullet finds it's mark, they should not rise back up. These paladins recognize that justice should not be blind and that law must be tempered by an empathic mind. Generally they will take up roles as bounty hunters, private investigators, or even vigilantes rather than as those with official powers and fancy offices. 


Tenets Of Lead

Aim With Your Eye: Behold the situation before you and do not rush to judgement. Look from whatever angle or perspective is needed. 

Shoot With Your Mind: Some enemies are best dealt with diplomacy and ideas. Think for a resolution before moving your hand. 

Kill With Your Heart: Once a decision has been reached, steel your heart for what must be done. Take no joy in killing and remember every face. 

Oath Spells

3rd || Healing Word, Zephyr's Strike
5th || Mirror Image, Ashardalon's Stride
9th || Counterspell, Lightning Arrow
13th || Dimensional Door, Greater Invisibility
17th || Freedom Of The Winds, Steel Wind Strike

Channel Divinity: Horn of Eld

 You can use your Channel Divinity to blow into your Horn of Eld rallying yourself and your companions.  All friendly creatures within 30 feet gain advantage on attacks rolls and saving throws until the end of your next turn. 

 

Channel Divinity: Vow Of Lead

 Choose an amount of hit points equal to or less than your current Lay on Hands hit point pool. As a bonus action, choose a point within 120 feet of you. You shoot a bullet made of pure healing light at that point.

You restore an amount of health equal to the value you exhausted from your Lay on Hands hit point pool, divided as you choose among any number of creatures within 15 feet of the chosen point; however, you cannot heal a creature for more than half it's hp total. 

 

Gunslinger's Craft

Upon choosing this archetype 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.

Additionally, this subclass grants you the ability to smite on Ranged Weapon Attacks while losing the ability to smite on Melee Weapon Attacks. All Smite spells that work on Melee Attack now also instead work on Ranged Attacks.

Volatile Aura

The aura of lead and powder around you now takes on a more useful form as you and all friendly creatures within 10ft of you now add your Charisma Modifier to damage rolls. At 18th level the range of this aura increased to 30ft. 

Protection Of The Gunslinger

At 15th Level, whenever you take damage, each friendly creature within your Aura of Protection or Aura of Courage gains a number of temporary hit points equal to Half your Paladin level. Temporary hit points do not stack.

Living Legend

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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