Paladin
Base Class: Paladin

The taste of it, the smell of it, the gritty feel of the gunpowder against your skin, it drives you. You've sworn your life to the cold steel and deadly lead, and you plan to pledge oath to the very smell of the gunpowder.

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.

Magical Marksman

When you choose this archetype at level three you become inept with all firearms, some abilities may include:

-Focus Shots: These shot types require focus points (FP) and have different effects based on what shot you want to use. (all shots listed below)

-Focus: your base focus is your Wis mod, you may gain temporary focus when you roll a nat 20 on an attack roll. you replenish all your focus after a short rest. 

Dazing Shot

When you make a firearm attack against a creature, you can expend one focus point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Disarming Shot

When you make a firearm attack against a creature, you can expend one focus point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one focus point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and the disarmed item must be pushed 15 feet away from the creature.

Piercing Shot

When you make a firearm attack against a creature, you can expend one focus point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

Channel Divinity

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

  • Cold Steel. as a bonus action on your turn you can bolster your attacks for 1 minute, as you surge with raw power any attack you make against an enemy will have advantage. when you use a focus shot you may reload without an action and you add 1d10 to your roll.
  • Swift Draw. becoming a marksman calls for the muscles of an Olympic runner, your movement speed increases by 5 and you reload by sacrificing 10 movement speed on your turn. 

Lightning Reload

starting at 7th level you can reload as a bonus action. You can fire your weapon, reload as a bonus action and then you may use a focus point to take another attack.

Weapon Mastery

At 7th level you may chose a weapon to master, you may chose from the following:

  • Pistols. you are the master of small arms, you can duel wield pistols and are able to reload without one hand free. you also gain 5 extra movement speed after a successful attack.
  • Sniper. from far away you can do massive amounts of damage, your range increases by 90 feet, and carrying heavy weapons don't slow you down.
  • Gunner. right in the heat of battle you stand with rifle and pistol in hand, you are able to add +1 to your AC when within 5 feet of an enemy, bracing for impact, you also add 5 extra movement speed to your movement speed.

Firing Fury

at 15th level you get an extra attack, you may also use a spell slot (6th level or higher) to gain a focus point during, or outside of combat. Also when 1st in initiative you have advantage on your first attack roll.

Spirit of the Draw

The spirit of the draw fills you with life and death, you know exactly how to kill efficiently and quickly. At 20th level you are able to:

  • have advantages on all Dexterity rolls
  • focus points can be used to fire twice in one attack for one minute (every short rest)
  • movement speed increase by 5

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