Paladin
Base Class: Paladin

The Oath of the Peacekeeper is a lifestyle generally of solitary and nomadic travels. The gods have put them on this earth to bring justice and order to chaos. They are respected by the innocent and feared by all. Sometimes known as the knights of no names, the drifters, the rangers, or just simply the Lawman.

Tenets of the Peacekeeper:

Though each Peacekeeper interprets their duties differently, there are some tenets that are universal:

A Fair Shake: No one should go down without a fight. Whenever possible, face your enemies head on and give them a fair shot.

Actions Speak Louder Than Words: Be silent and observe. When it’s time to take action, make it just and definitive.

Your Word is Law: To protect the innocent and the weak, whatever you say goes. Whomever breaks that, will have you to deal with.

Into the Sunset: There is always another place that is need of a Peacekeeper. Don’t get too attached to anyone who can’t pull their own weight.

Oath Spells

You gain oath spells at the paladin levels listed:

3rd – Hunter’s Mark, Faerie Fire

5th – Heat Metal, Misty Step

9th – Lightning Arrow, Haste

13th – Grasping Vine, Fabricate

17th – Conjure Volley, Hold Monster

Bonus Proficiency

 

When you take this Oath at 3rd level, you gain proficiency in ranged weapons, firearms, and tinker’s tools. You also gain a bonus depending on what Fighting Styles you have:

Defense: While wearing light armor, the AC bonus this fighting style grants is now 2.

Dueling: The +2 to damage rolls this fighting style provides now also applies to one-handed ranged weapons or firearms.

Great Weapon Fighting: The damage rerolls on a 1 or 2 now applies to two-handed ranged weapons or firearms as well.

Protection: When you use your reaction to protect an ally, you may also make a ranged attack against the attacker using a ranged weapon or firearm as part of that same reaction.

In addition:

Your Divine Smite feature and any spell with "Smite" in the name that can normally only be used with a melee weapon can now be used with a ranged weapon or firearm, but only if the target is within 10 feet. When using a ranged weapon or firearm in this way, you ignore disadvantage for using it in close range.

Your firearm or ranged weapon can be used as a holy symbol

Channel Divinity

 

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

Crack Shot: You can use your Channel Divinity to hone your senses and steady your hand.  As a bonus action, or a reaction to being missed with an attack, you may use your Channel Divinity to enter a state of intense focus. For the next minute, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Additionally, any creature damaged by your ranged weapon attack that’s remaining hit points is less than the damage it took by the weapon damage roll, its hit points are reduced to 0.

Holy Weapon: You can use your Channel Divinity to bring forth Divine justice to those who need it. As a bonus action, you gain the ability to use your Divine Smite feature and any spell with “Smite” in its name with ranged weapon attacks on targets within 35 feet of you. Additionally, any ranged weapon or firearm that is jammed or otherwise broken is now repaired and is immune to these statuses for the duration.

Aura of the Prepared

 

Beginning at 7th level, your knowledge of projectiles allows you to anticipate and prepare for incoming attacks. You and any friendly creatures within 10 feet of you have resistance to piercing damage.

At 18th level, the range increases to 30 feet.

A Mission from God

 

Starting at 15th level, your weapons have been blessed by the Divine. Your ranged weapons or firearms and ammunition are considered magical and deal radiant damage instead of whatever type it would normally be. You can also reload any ranged weapon or firearm as a bonus action.

Additionally, when you score a critical hit with a ranged weapon attack or reduce a creature to 0 hit points, you may cause that creature to explode in a flash of light and immense heat. Each creature within 10 feet must make a Constitution saving throw. On a failed save, the creature takes 1d8 radiant damage and is blinded until the end of your next round. On a successful save, the creature takes half as much damage and is not blinded.

You may use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a long rest.

Long Arm of the Law

  

At 20th level, as an action you become judge, jury, and executioner. Once you use this feature, you can’t use it again until you finish a long rest. For 1 minute you gain the following benefits:

Ace Up Your Sleeve:

When you roll a 1 on a damage die for an attack you make with a ranged weapon or firearm, you may instead treat it as the maximum possible number.

Ask Questions Later:

You may take an additional attack whenever you take the attack action on your turn.

The Last Word:

Whenever you hit an enemy with this feature with a ranged weapon attack, roll a d6. If you roll a 6, the attack is then considered a critical hit.

 

Credit to /u/TheSongofEdain for the original subclass that this was based off of.

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