Paladin
Base Class: Paladin

The tenets of the Lawman are given by their superiors or deities

Justice The law is to be respected. Although it is not infallible it is up to you to determine.

Respect You are taught to know and respect your superiors, and who are your allies. You are also required to give the same kind of respect to all, even your enemies.

Leadership You must be willing to do what needs to be done for the sake of the people, even in the face of overwhelming odds. If you don't act, then who will?

 

From
www.dandwiki.com/wiki/Oath_of_The_Lawman_(5e_Subclass)

Holy Gun

You receive a Holy Gun as a gift from a powerful being, with the command to protect the peace. The Holy Gun takes an initial shape of your choosing: revolver or rifle. The Holy Gun can only be operated by you, requiring only a ball-bearing as ammunition and the power of your paladin oath to fire. 

You can use a bonus action to create a Holy Gun in your empty hand. Your Holy Gun disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can also transform one magic firearm into your Holy Gun by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the firearm, shunting it into an extradimensional space, and it appears whenever you create your Holy Gun thereafter. You can't affect an artifact or a sentient firearm in this way. The firearm ceases being your Holy Gun if you die, if you perform the 1-hour ritual on a different firearm, or if you use a 1-hour ritual to break your bond to it. The firearm appears at your feet if it is in the extradimensional space when the bond breaks.

You are proficient with it. At 6th level is becomes magical for the purpose over overcoming resistances.

Holy Revolver. 2d4 piercing, 4 lb, ammunition (range 60/120), light. There are 6 chambers in the revolver, requiring an action to reload up to 6 bullets.

Holy Rifle. 2d6 piercing, 12 lb, ammunition (range 100/400), heavy, two-handed. 4 shots can be loaded into the rifle, requiring an action to reload up to 4 bullets.

Smiting Shot. Divine Smite, Improved Divine Smite, and the smite spells of the paladin can now be applied to ranged attacks made with your Holy Gun.

Oath Spells

Oath of The Lawman Spells[edit]

 
Paladin Level Spells
3rd Earth tremor, Hunters Mark
5th Maximilian’s Earthen Grasp, Earthbind
9th Wall of Sand, Erupting Earth
13th Freedom of Movement, Dimension Door
17th Control winds, Wall of Stone

Channel Divinity

Sacred Gun. As a bonus action, you fill your Holy Gun with positive energy, using your Channel Divinity. For one minute, you add your Charisma modifier to attack and damage rolls made with your Holy Gun (minimum of +1). The weapon also emits bright light in a 20 ft radius and dim light 20 ft beyond that. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the Holy Gun, or if you fall unconscious, this effect ends.

Holy Blast. As an action, your Holy Gun emits a blast of of powerful divine energy that is as long as half of the short range of which ever holy gun you use. Each creature in the line makes a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a successful one. The damage of the blast increases with your paladin level: 4th (4d6), 8th (5d6), 12th (6d6), 16th (7d6), 20th (8d6). You can use Holy Blast without using your channel divinity a number of times equal to your Charisma modifier. These uses refresh when you finish a long rest.

Aura of Power

Starting at 7th level, you gain access to a source of power within your Holy Gun, represented by holy gun points. The number of points you have is equal to your Charisma modifier. These points can be used to fuel Gun Powers, and you regain all holy gun points when you finish a long rest. You regain 1 point when you score a critical hit, or when you finish a short rest.

Gun Powers:

Stopping Power (1 pt). Use your reaction to make an attack with your Holy Gun. On a hit, the creature's speed is halved until the start of your next turn

Pushing Power (1 pt). After an attack made with your Holy Gun hits, you push the creature 10 feet directly away from you.

Rapid Shot (1 pt). Make one extra attack with your Holy Gun as a bonus action.

Precise Shot (1 pt).You have advantage on your next attack with your Holy Gun

Gun Versatility

Starting at 15th level, you may, over the course of 1 hour, which can be done during a short or long rest, transform your Holy Gun into its alternate form or back again, revolver to rifle or vice versa. You may also use a bonus action and 2 holy gun points to transform your holy gun.

 

Soul of the Gun

At 20th level, your mastery of and bond with the Holy Gun is unparalleled. Using your action, your gun fuses with your arm. For one minute, your Gun Powers and Gun Versatility features do not cost holy gun points, and your Holy Blast Channel Divinity deals an extra 2d6 radiant damage. Once you use this feature, you can't use it again until you finish a long rest.

Oath Of The Lawman Image

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