Oath of The Gunwarden
Paladin Subclass for 5e D&D
The Oath of the Gunwarden is taken by secret order of paladins whose mission is to uphold the moral tenets of justice, freedom, truth, and retribution throughout the realms through the use of a firearm called a revolver. The secret of firearm forging is fiercely guarded by gunsmith priests.
Paladins who swear this oath swear by the tenets of the Gunwarden’s Creed. You travel the realms saving as many souls as possible and bringing the guilty the punishment they are owed.
Killing one soul is to kill a part of oneself. Kill only when needed.
Saving one soul is to save a part of oneself. Be selfless and kind.
A Gunwarden does not aim with the eye. They aim with the mind.
A Gunwarden does not kill with a gun. They kill with the heart.
A Gunwarden does not fear death. Death fears the Gunwarden.
Firearm Combat Training
Upon swearing the Gunwarden’s oath and reciting the creed at 3rd level, You become proficient with using firearms.
You gain the following equipment from Gunsmith Priests:
2 Revolvers: 1d10 piercing ammunition (range 40/100 feet). Reload 6 shots.
- Tinkers Toolkit for Gun Repair and bullet casting checks.
At 3rd level, When you select The Oath of The Gunwarden you can infuse your Divine Smite into pistols for ranged attacks. Starting at 11nth level you can use infuse your Improved Divine Smite ability on attacks with pistols for ranged attacks.
Tenets of the Gunwarden
Justice is the spirit of peaceful harmony. Peaceful harmony imparts that ethical conduct and moral fortitude are the pillars of justice. Judgement for justice is a warden’s sworn duty to uphold.
Freedom is the spirit of liberty. Liberty conveys that the individual right to live in peaceful harmony without tyranny are the pillars of freedom. Protecting freedom is a warden’s sworn duty to uphold.
Truth is the spirit of honor. Honor recounts that integrity and principle are the pillars of truth. Seeking the truth is a warden’s sworn duty to uphold.
Retribution is the spirit of punishment. Punishment reveals that atonement and sacrifice are the pillars of retribution. Distributing retribution is a warden’s sworn duty to uphold.
When you take this oath at third level, you gain the following two Channel divinity options.
You can use your Channel Divinity to aim with supernatural accuracy. When you make a ranged attack role with your firearm, you can use Channel Divinity to gain a +10 bonus to the roll. You make this decision after the role but before the DM says if it hits. ( adapted from UA)
The divine symbol of the Gunwarden is the silver crest they use to inspire hope in the righteous and fear in the hearts of evil tyrants. You can use Channel Divinity into your crest while reciting the Gunwarden’s Creed.
Any undead or fiends who can see or hear you within 30 feet of you must make a wisdom saving throw or be turned for 1 minute.A turned creature must spend its turns trying move far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move , the creature can use the Dodge action.
Aura of Retribution
Starting at 7th level, you constantly emanate an aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
At 15th level, the Paladin gains resistance to bludgeoning, piercing, and slashing damage from non magical weapons.
At 20th level, you can use your action to gain the following benefits for 1 hour:
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your allies have advantage on death saving throws while within 30ft of you.
- You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.
Once you use this feature you can’t use it again until you finish a long rest.
** Game Designer’s Notes: I borrowed heavily from Stephen King’s Dark Tower movie adaptation. I wanted them to be a secret order of gunslinger knights that had a weapon that only they could effectively use. I do not own the images used. They are to promote the feel of the subclass.