Paladin
Base Class: Paladin
Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Small Revolver 50g 2g (20) 1d8 piercing 3 lb. (40/160)
Reload 4, misfire 1
Jericho 250g 4g (20) 1d10 piercing 5 lb. (60/240)
Reload 6, misfire 2
Stampede 500g 5g (20) 2d6 piercing 6 lb. (80/320)
Reload 4, misfire 2
Trigun Crafted 20g (20) 3d10 piercing+fire (roll hit for each of 3 rounds) 15 lb. (15/60)
2-Handed, Reload 1, misfire 3 (fires 3 rounds at once)
Excalibur Crafted 40g (20) 2d12 piercing 25 lb. (200/800)
2-Handed, Reload 1, misfire 3

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

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.

Gunslinger's Grace

Choosing the path of the gunslinger at 3rd level, you forsake your ability to channel divine energy through your melee weaponry as you have now honed your techniques to be able to channel that divine energy through your ammunition instead.

You are no longer able to use Divine Smite or add Improved Divine Smite damage to melee attacks.  You are now only able to use Divine Smite and Improved Divine Smite on ranged attacks with firearms.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Fan the Hammer. You can use your Channel Divinity to enter a trance and fan the hammer on your weapon, expending the rest of your ammunition and reloading in the blink of an eye. In this trance there is no chance of a misfire, but you must roll for every shot fired.

This action can only be performed with a single one-handed firearm as both hands are required.

Path of Glory. As a bonus action, you can use your Channel Divinity to inspire martial fervor, rallying yourself and your companions.  All friendly creatures within 30 feet gain advantage on attacks until the end of your next turn.

Gunslinger's Guile

At 7th level, you are so practiced in drawing your weaponry that you are able to do so in the blink of an eye.  You now have advantage on initiative rolls and holstering and unholstering one-handed firearms is a free action.  Two-handed firearms can be stowed and brandished using a bonus action.

 

Blinding Speed

Starting at 15th level, you can reload any firearm as a free action, and may use your one-handed firearm for opportunity attacks.

Hero of the Wasteland

At 20th level, you gain the ability to harness the power of the wastelands. As an action you can become an avatar of frontier justice, gaining the following benefits for 1 minute:

  • When you take the Attack Action on your turn, you can make two additional attacks as part of the action.
  • You Firearm attacks score a critical hit on a roll of 19 or 20 on the d20.
  • Your attacks with a one-handed firearm deal an additional 1d8 radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

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