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# Paladin Oath of the Lawbringer The Oath of the Lawbringer is characterized by a solitary, nomadic lifestyle. Those that follow the path of the Lawbringer use terrifying, arcane weapons to restore order and peace to the chaotic towns and cities that exist at the border of civilization. Sometimes called gunslingers or knights with no name, these drifters always approach a situation with a calm heart and a steady hand. #### Tenets Of The Lawbringer Though each adherent to the Oath Of The Lawbringer interprets their duties differently, there are some tenets that are considered universal: ***A Fair Shake.*** No one should go down with a bullet in their back. If possible, kill your enemies while they can see you, and let them die with a weapon in their hand. ***Let Your Guns Do The Talking.*** Be silent and observe. When it is time to take action, make it just and definitive. ***Let Them Know You Are The Law***. To keep the weak safe, criminals and desperados must know that to injure your charges is to provoke mighty retribution. ***Into the Sunset.*** There are always more places in need of a lawbringer. Don't get too attached to anyone who can't ride alongside you. #### Oath Spells You gain oath spells at the paladin levels listed.
##### Oath of The Lawbringer Spells | Paladin Level | Spells | |:-------------------:|:----------------------------------| | 3rd |hunter's mark, sanctuary | | 5th |dust devil, warding wind | | 9th | conjure barrage, haste | | 13th | grasping vine, Mordenkainen's faithful hound | | 17th | conjure volley, swift quiver | #### Blessing of Gunpowder At 3rd level, you gain proficiency with firearms, and you learn holy rituals that can help you fix misfired weapons and produce ammunition from its base components. As an action, you may expend 5 pts of your lay on hand pool to fix one misfired gun you are holding. You may spend two hours performing a holy ritual to create ammunition from its components rather than using tinker tools. The ritual lasts two hours, at the end of which you make a charisma check and add your proficiency bonus in lieu of a check with tinker's tools. > ##### Firearms & Bonus Proficiency > This class intended for use with Matthew Mercer's alternate rules for firearms, detailed at the end of the subclass. Huge thanks to him for laying the groundwork for this. Because of this new weapon type, it is necessary for the paladin to receive a few extra features at level 3. #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Deadeye.*** You can use your Channel Divinity to enter a state of intense focus. As a bonus action, or a reaction to being missed with an attack, you may use your Channel Divinity to heighten your awareness and steady your hand. 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. ***Lawbringer's Authority.*** You can use your Channel Divinity to quiet down and intimidate even the rowdiest of crowds. As an action, you present a symbol of your authority, such as a badge or gun, and each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. #### Aura Of Readiness Beginning at 7th level, you are so used to chaos of lawlessness that you are ready to fight before your enemy realizes they've even made a move. When you roll initiative, provided you are not surprised, you and friendly creatures within 10 feet of you may draw a one-handed weapon and make one attack with it as a reaction. At 18th level, the range of this aura increases to 30 feet. \pagebreak #### Guns of the Saint At 15th level, your firearms are blessed with righteous energy. They do not need ammo, although they still need to be reloaded, cannot misfire, and deal radiant damage instead of whatever type they normally would. If a weapon has the ***explosive*** property, it cannot benefit from this feature. In addition, when you score a critical hit with a firearm or reduce a creature to 0 hit points with one, you may cause that creature to explode in a flash of dazzling light. Each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a 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 isn’t 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.
#### Spirit Of The Gunslinger At 20th level, as an action, you let the spirit of the gunslinger flow through you. You aim with your eye, shoot with your mind, and kill with your heart. For 1 minute, you gain the following benefits: ***Aces High.*** When you roll a 1 on a damage die for an attack you make with a firearm you may instead treat it as the maximum possible number. ***Fan The Hammer.*** You may make an additional attack whenever you take the attack action on your turn. ***This One's Got Your Name On It.*** Whenever you hit an enemy with a firearm, roll a d6. If you roll a 6, the attack is a critical hit. Once you use this feature, you can’t use it again until you finish a long rest. ## Additional Fighting Styles At 2nd level, a Paladin gains the Fighting Styles feature. Here are new options for that feature, in addition to the options in the *Player's Handbook*. #### Fire From Afar Your ranged weapon attacks count as melee attacks for the purposes of you *divine smite* and *improved divine smite* features. \pagebreak
#### Firearm Properties (By Matthew Mercer) 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 succesful 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 material are gathered, you can craft ammunition yourself using Tinker's Tools at half 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 | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Palm Pistol| 50g | 2g *(20)* | 1d8 piercing | 1 lbs | (40/160) | Light, reload 1, misfire 1 | | Pistol | 150g | 4g *(20)* | 1d10 piercing | 3 lbs | (60/240) | Reload 4, misfire 1 | | Musket | 300g | 5g *(20)* | 1d12 piercing | 10 lbs | (120/480) | Two-handed, reload 1, misfire 2 | | Pepperbox | 250g | 4g *(20)* | 1d10 piercing | 5 lbs | (80/320) | Reload 6, misfire 2 | Blunderbuss | 300g | 5g *(5g)* | 2d8 piercing | 10 lbs | (15/60) | Reload 1, misfire 2 | | Scoped Rifle | Crafted | 10g *(5)* | 2d12 piercing | 25 lbs | (200/800) | Two-handed, heavy, reload 1, misfire 3 | | Hand Mortar | Crafted | 10g *(1)* | 2d8 fire | 10 lbs | (30/60) | Reload 1, heavy, misfire 3, explosive |
##### Credits **Banner:** [Simon Goinard](https://www.artstation.com/simongoinard)
**"The Knight with no name":** by [Daniel Kamarudin](https://www.deviantart.com/thedurrrrian/art/The-Knight-with-no-name-521817701)
**Footer:** [KEKAI KOTAKI](http://www.kekaiart.com/about-me.html)
**Cover:** [Jacob Atienza](https://www.artstation.com/jubjubjedi)
**Made using:** [GMBinder](https://www.gmbinder.com/)
**Created:** by [/u/TheSongofEdain](https://www.reddit.com/user/TheSongofEdain)
**Firearm Rules/Properties:** by [Matthew Mercer](http://www.matthewmerceronline.com/)