Paladin - Oath of the Desperado (Gun)

by Cosaur

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Oath of the Desperado

The Oath of the Desperado is one that has a tendency to come and go throughout history, though there is perpetually a handful of members at the very least. Paladins who swear this Oath seek not to be a shining beacon of what's good and just. Instead, they stand firm by a niche of beliefs, and go to extremes to defend them, regardless of personal cost.

These beliefs could be anything that doesn't fit into another paladin oath, with the unifying feature that it will often put them at odds with the world. As such, they are generally not recognizable by what they do, but their methods and drive.

Tenets of the Desperado

The tenets of the Oath of the Desperado exist amongst individuals, picked up and passed down through no set means. Members of this Oath often embody these key principles.

Shoot First. Your justice is simple: whoever shoots and kills first is usually considered to be right in history's eyes.

Teach Them Their Place. Those who step out of line against you should learn quickly where they belong.

Be Steadfast. Never hesitate to do what you believe is right, and stick by it to the bitter end if you must.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Command, Expeditious Retreat
5th Invisibility, Misty Step
9th Enemies Abound, Thunder Step
13th Banishment, Freedom of Movement
17th Far Step, Mislead

Channel Divinity

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

Divine Armaments. As an action, you can summon a pepperbox that cannot misfire, along with 6 bullets for it. The weapon is summoned fully loaded, and it cannot use any other ammunition.

You get a bonus to attack and damage rolls with this weapon equal to half of your Charisma modifier (minimum 1), and can use your Divine Smite feature on ranged attacks using it, provided that the enemy is within 60ft. At 11th level, this effect extends to Improved Divine Smite.

The summoned weapon lasts until you use an action to dispel it, you expend all 6 bullets or you take a short or long rest.

Reconstruct. As a bonus action, one firearm you are holding is automatically fixed if it was misfired but not broken, and that firearm is reloaded.

Firearm Proficiency

Upon taking this Oath at 3rd level, you gain proficiency with firearms and Tinker's Tools.

Transcendent Justice

At 7th level, you wield firearms with divine fury. When you hit an enemy that you are within 10 feet of with a ranged weapon attack, you can use your Divine Smite feature. At 11th level, this bonus also applies to Improved Divine Smite.

At 18th level, you can use your Divine Smite and Improved Divine Smite features if you are within 30 feet of the enemy, rather than 10.

Experienced Duelist

By 15th level, you've learnt to see the signs of when a fight is about to break out and how to act accordingly. You can add your Charisma modifier to your initiative rolls.

Eminent Reflexes

Starting at 20th level, a hectic situation is nothing out of the ordinary for you. As an action, you can slow your perception of time for 1 minute, granting you the following benefits.

  • Ranged attacks made against you have disadvantage.
  • You can use Reconstruct without expending a use of Channel Divinity.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Your movement does not trigger attacks of opportunity.

Art credits

Ryan DeMita