Paladin
Base Class: Paladin

One who takes the Oath of the Trigger binds themself to their word and their weapon. These paladins are often not the physically strongest individuals. Instead, they rely on the swiftness of their feet and the deftness of their fingers to bring their foes to justice.

Tenets of the Trigger

Steady Aim. My hand will stay steady in the face of evil. Nothing shall sway my crosshairs.

Swift Justice. My bullets will bestow the quickest death possible. Even monsters don’t deserve to suffer.

Disciplined Soul. My weapon shall only be used against those who would be brought to justice. I will not use my weapon in anger.

Marksman's Prowess

3rd-level Oath of the Trigger feature

Starting at 3rd level, you gain proficiency with firearms. 

In addition, you now have different limitations on your Divine Smite, Improved Divine Smite, and Smite spells.

  • You can only use these features and spells with ranged attacks and firearms.
  • When casting Smite spells, the spell only affects the next ranged weapon attack made with that weapon. If that attack misses, the spell does not transfer to the next attack.
  • The damage dice for these features and spells are decreased by one die size. (For example, using Divine Smite using a level one spell slot would deal an extra 2d6 radiant damage, instead of the normal 2d8 radiant damage.)

Channel Divinity

3rd-level Oath of the Trigger feature

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

Thunderous Weapon. As an action, you can imbue one weapon that you are holding with explosive energy, using your Channel Divinity. For 1 minute, that weapon deals additional thunder damage equal to your Charisma modifier (with a minimum bonus of +1) on a hit. The weapon also emits a loud bang out to 100 feet whenever you attack with it. If the weapon is not already magical, it becomes magical for the duration.

Marksman’s Perception. As a bonus action, you can focus your senses, giving you more insight into the world around you. For the next 10 minutes, you have advantage on Perception (Wisdom) checks, you cannot be surprised, and have advantage on Initiative rolls.

Oath Spells

3rd-level Oath of the Trigger feature

You gain oath spells at the paladin levels listed.

Oath of the Trigger Spells
Paladin Level Spells

3rd

bane, hunter’s mark

5th

shatter, misty step

9th

haste, wind wall

13th

freedom of movement, dimension door

17th

hold monster, flame strike

Aura of the Sharpshooter

7th-level Oath of the Trigger feature

Starting at 7th level, your sheer resolve can create ammunition around you. When you or an ally within this aura uses an action or bonus action to reload a weapon, their ammunition is magically replenished. This aura increases to 30 ft at 18th level.

In addition, you gain the ability to conjure a radiant scope on any firearm. As a free action, you can look down your scope until the beginning of the next round, allowing you to make ranged attacks up to the firearm’s long range without disadvantage. While looking down your scope, your passive Perception is decreased by 5.

Disengaging Shot

15th-level Oath of the Trigger feature

At level 15, you gain the ability to disengage as a bonus action. In addition, if a creature hits you with a melee attack, you can use a reaction to make a melee attack with the butt of your gun. This deals 1d8 of bludgeoning damage, can use your DEX modifier, and you have proficiency with the attack. If your gun is magical, this attack is considered magical. After you make this attack, you can immediately move up to your movement without provoking opportunity attacks.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Null Shot

20th-level Oath of the Trigger feature

At 20th level, you sharpen your gaze and channel extreme defense maneuvers to keep your foes at range. You gain the following benefits for 1 minute:

  • When you take the attack action, you can make one additional ranged weapon attack as part of that action.
  • Your ranged weapon attacks score a critical hit on a roll of a 19 or 20 on a d20.
  • All attacks have disadvantage against you.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2022 7:55:44 PM
2
0
1
Coming Soon
8/1/2022 4:18:24 AM
2
0
2
Coming Soon
8/1/2022 3:46:26 PM
3
0
3
Coming Soon
11/30/2022 9:42:10 PM
20
4
4
Coming Soon
12/11/2022 8:51:40 PM
28
0
5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes