Old Paladin
| Level | Proficiency Bonus | Features | Smite Evil | Smite Damage | Lay On Hands | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Detect evil and Good, smite evil 1/day | 1 | +2 | 1d6 | — | — | — | — |
| 2nd | +2 | Divine grace, lay on hands, Fighting Style | 1 | +2 | 1d6 | — | — | — | — |
| 3rd | +2 | Aura of courage, divine health, mercy | 1 | +3 | 2d6 | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Channel positive energy, smite evil 2/day | 2 | +4 | 2d6 | 2 | — | — | — |
| 5th | +3 | Divine bond | 2 | +5 | 3d6 | 3 | — | — | — |
| 6th | +3 | Mercy, Extra Attack | 2 | +6 | 3d6 | 3 | — | — | — |
| 7th | +3 | Smite evil 3/day | 3 | +7 | 4d6 | 3 | 1 | — | — |
| 8th | +3 | Ability Score Improvement, Aura of resolve | 3 | +8 | 4d6 | 3 | 2 | — | — |
| 9th | +4 | Mercy | 3 | +9 | 5d6 | 4 | 2 | — | — |
| 10th | +4 | Smite evil 4/day | 4 | +10 | 5d6 | 4 | 2 | 1 | — |
| 11th | +4 | Aura of justice, Extra Attack | 4 | +11 | 6d6 | 4 | 2 | 2 | — |
| 12th | +4 | Ability Score Improvement, Mercy | 4 | +12 | 6d6 | 4 | 3 | 2 | — |
| 13th | +5 | Smite evil 5/day | 5 | +13 | 7d6 | 5 | 3 | 2 | 1 |
| 14th | +5 | Aura of faith | 5 | +14 | 7d6 | 5 | 3 | 2 | 2 |
| 15th | +5 | Mercy | 5 | +14 | 8d6 | 5 | 3 | 3 | 2 |
| 16th | +5 | Ability Score Improvement, Smite evil 6/day | 6 | +15 | 8d6 | 5 | 4 | 3 | 2 |
| 17th | +6 | Aura of righteousness | 6 | +15 | 9d6 | 6 | 4 | 3 | 2 |
| 18th | +6 | Mercy | 6 | +16 | 9d6 | 6 | 4 | 3 | 3 |
| 19th | +6 | Ability Score Improvement | 6 | +16 | 10d6 | 6 | 4 | 4 | 3 |
| 20th | +6 | Holy champion | 6 | +17 | 10d6 | 6 | 5 | 4 | 4 |
Class Features
As an Old Paladin, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Old Paladin level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Old Paladin level after 1st.
Proficiencies
- Armor: all armor
- Weapons: all weapons
- Saving Throws: Charisma, Wisdom
- Skills: Choose 3 skills from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Nature, Persuasion, Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a priest's pack or (b) an explorer's pack
- (a) Chain mail and a holy symbol
Code of Conduct
A paladin must be of lawful good alignment or loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil, and should end the alliance immediately should she feel it is doing more harm than good.
Detect Evil and Good
At will, a paladin can use detect evil anf good, as the spell. A paladin can, as a free action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a bonus action, the paladin chooses one target within sight to smite. If this target is evil, or an undead creature, the paladin adds her Charisma modifier (if any) to her attack rolls and adds +2 bonus to the damage rolls made against the target of her smite for 3 rounds. This bonus increases as you level. Regardless of the target, smite evil attacks automatically bypass any resistance and immunity the creature might possess.
In addition, while smite evil is in effect, the paladin gains a bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of six times per day at 16th level.
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is an action, unless the paladin targets herself, in which case it is a bonus action. Despite the name of this ability, a paladin dose not needs a free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee attack. Undead do not receive a saving throw against this damage.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one from the fighter list. You can't take a Fighting Style option more than once, even if you later get to choose again.
Aura of Courage
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Blinded: The target is no longer blinded.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
Riled: The paladin’s lay on hands also acts as calm emotions.
Poisoned: The target is no longer Poisoned.
Frightened: The target is no longer frightened.
Incapacitated: The target is no longer Incapacitated.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Diseased: The paladin’s lay on hands ability also acts as remove curse.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
Restrained: The target is no longer Restrained, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary using the paladin spell save DC.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
Cursed: The paladin’s lay on hands ability also acts as remove curse.
Exhausted: You can reduce the target’s exhaustion level by one.
Injured: The target gains healing 3 for a number of rounds equal to the paladin’s level.
Haunted: The paladin’s lay on hands also acts as Protection from Evil and Good, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target.
Stunned: The target is no longer Stunned. The paladin must have the Incapacitated mercy before selecting this mercy.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic.
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Channel Positive Energy
When a paladin reaches 4th level, she gains the ability to channel positive energy. Using this ability consumes two uses of her lay on hands ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to the lay on hands. Creatures that take damage from channeled energy receive a Wisdom save to halve the damage. The DC of this save is equal to 8 + your proficiency bonus + your Charisma modifier. A paladin may channel energy a number of times per day equal to 3 + her Charisma modifier.
A paladin must be able to present her holy symbol to use this ability.
Spellcasting
By 4nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Bond
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as an action by calling upon the aid of a celestial spirit for 1 minute per level. When called, the spirit causes the weapon to shed light as a torch.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every four levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, defending, flaming, flaming burst, holy, keen, merciful, and speed.
Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts are also suitable. This mount increase in power using the paladin’s level as her effective level. Bonded mounts have an Intelligence of at least 6.
Once per day, as an action, a paladin may magically call her mount to her side. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
Divine Bond Weapon Properties
- Axiomatic Price +2 bonus
An axiomatic weapon is infused with lawful power. It deals an extra 3d6 points of psychic damage against chaotic creatures.
- Defending, Price +1 bonus
A defending weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.
- Flaming, Price +1 bonus
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The cold does not harm the wielder. The fire does not harm the wielder.
- Flaming Burst Price +2 bonus
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 3d10 points of fire damage on a successful critical hit.
- Keen, Price +1 bonus
This ability doubles the critical range of a weapon (ie from 20 to 19-20). Only piercing or slashing melee weapons can be keen.
- Holy Price +2 bonus
A holy weapon is imbued with holy power. It deals an extra 3d6 points of radiant damage against all creatures of evil alignment.
- Merciful Price +1 bonus
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
- Speed Price +3 bonus
When taking the attack action, the wielder of a speed weapon may make one extra attack with it.
Natural Armor Bonus
The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Bonus
Add this value to the animal companion’s Strength and Dexterity scores.
Evasion
If an animal companion is subjected to an effect that normally allows a Dexterity saving throw for half damage, it takes no damage if it makes a successful saving throw, and only half damage if you fail.
Devotion
An animal companion gains a +4 bonus on Wis saves against enchantment spells and effects.
Animal Companion
| Level | Proficiency Bonus | Features | Natural Armor Bonus | Str/Dex Bonus |
|---|---|---|---|---|
| 1st | +2 | share spells | +0 | +0 |
| 2nd | +2 | ─ | +0 | +0 |
| 3rd | +2 | Evasion | +1 | +1 |
| 4th | +2 | Ability score increase | +1 | +1 |
| 5th | +3 | ─ | +1 | +1 |
| 6th | +3 | Devotion | +2 | +2 |
| 7th | +3 | ─ | +2 | +2 |
| 8th | +3 | ─ | +2 | +2 |
| 9th | +4 | Ability score increase | +3 | +3 |
| 10th | +4 | ─ | +3 | +3 |
| 11th | +4 | ─ | +3 | +3 |
| 12th | +4 | ─ | +4 | +4 |
| 13th | +5 | ─ | +4 | +4 |
| 14th | +5 | Ability score increase | +4 | +4 |
| 15th | +5 | ─ | +5 | +5 |
| 16th | +5 | ─ | +5 | +5 |
| 17th | +6 | ─ | +5 | +5 |
| 18th | +6 | ─ | +6 | +6 |
| 19th | +6 | ─ | +6 | +6 |
| 20th | +6 | Ability score increase | +6 | +6 |
Aura of Resolve
At 8th level, a paladin is immune to charm spells. Each ally within 10 feet of her gains a +3 bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 3 turns. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Faith
At 14th level, a paladin’s can add a bonus to all skill check equal to his CHA modifier.
Aura of Righteousness
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells magic abilities. Each ally within 10 feet of her gains a +3 bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil enemy, the enemy is also subject to a banishment, using her paladin spell DC. After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Empyreal Knight
The empyreal knight dedicates her life to serving the celestial beings that guide mortals in their struggle toward the light.
Voices of the Spheres
At 2nd level, an empyreal knight learns to speak and read Celestial, if she could not already.
This ability replaces divine grace.
Celestial Heart
As an empyreal knight advances, her ties with the celestial realms grant her a portion of the abilities and defenses of true angels.
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At 3rd level, she gains resistance 4 against acid, cold, and electricity.
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At 6th level, she gains a +4 bonus on saves against poison.
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At 9th level, her defenses improve to resistance 8 against acid, cold, and electricity.
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At 12th level, she gains immunity to petrification.
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At 15th level, she gains truespeech, the ability to speak with any creature that has a language as though using a tongues spell. This ability functions with a caster level equal to her character level, and is always active.
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At 18th level, as a bonus action, the empyreal knight can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of her. She can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive.
These abilities replace mercy.
Celestial Ally
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At 4th level, an empyreal knight can summon a celestial ally as an action. This functions as Summon Beast.
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At 8th level, this improves to Summon Fey
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At 12th level, this improves to Summon Elemental
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At 16th level, this improves to Summon Celestial
This ability can be used a number of times per day equal to the empyreal knight’s Charisma modifier (minimum 1), but only one ally can be summoned at a time.
This ability replaces lay on hands and channel positive energy.
Divine Bond
- At 5th level, an empyreal knight forms a bond with a mount, as the standard paladin ability.
The creature gains darkvision 60 ft.
The creature gains damage reduction 3 to Acid and cold
The creature may smite evil 1/day as a bonus action (it adds its Cha bonus to attack rolls, and a damage bonus equal to the paladin smite evil; smite persists for 3 rounds).
- At 12th level, her mount sprouts wings if it cannot already fly, and gains a fly speed of twice its land speed and good maneuverability.
This ability otherwise functions as the paladin ability of the same name.
Empyreal Champion
At 20th level, an empyreal knight transcends her mortal self. Her DR increases to 10/evil. She gains darkvision 60 feet. As a action, she can sprout wings that allow her to fly at twice her land speed. Any armor or clothing reshapes to allow her to fly when she uses this ability. She can retract the wings as a free action.
This ability replaces holy champion.
Gray Paladin
Alignment
A gray paladin can be lawful good, lawful neutral, or neutral good, though she must still follow a lawful good, neutral good, or lawful neutral deity.
This alters the paladin’s alignment restrictions.
- Code of Conduct: A gray paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if she ever willingly commits an evil act. She should strive to act with honor and uphold the tenets of her faith, but failing to do so is not a violation of her code, and other than evil actions, she can do whatever else she feels is necessary to uphold the causes of law and good.
This ability replaces the paladin’s code of conduct and associated abilities.
Weakened Grace
A gray paladin’s loosened code weakens her connection to the power that grants her paladin abilities. She gains her first use of smite evil at 2nd level, instead of 1st, though she still gains further uses of smite evil as normal. She never gains the aura of good or divine grace class features. Her aura of courage does not make her immune to fear, her aura of resolve does not make her immune to charms, and her aura of righteousness does not make her immune to compulsions.
This ability alters smite evil, aura of courage, aura of resolve, and aura of righteousness, and it replaces aura of good and divine grace.
Enhanced Health
At 3rd level, a gray paladin is far less a stranger to poisons than a normal paladin.
She gains a +4 bonus on all saving throws against poisons and diseases.
This ability replaces divine health.
Smite Foe
At 4th level, a gray paladin can spend two uses of smite evil in order to smite a nongood creature that is not evil and gain her full benefits. The gray paladin must truly believe that the creature she smites is an opponent to the cause of good. Even if this nonevil foe is an outsider, undead, or dragon, she doesn’t add increased damage to her first attack.
This ability replaces channel positive energy and alters smite evil.
Aura of Subtlety
At 11th level, a gray paladin learns how to protect herself from detection. She and her allies within 10 feet gain a +4 bonus on saving throws against divination effects. Furthermore, casters of divinations that target the gray paladin or her nearby allies must succeed at a caster level check as though the gray paladin and her nearby allies were under the effect of a nondetection spell cast by the gray paladin, with a caster level equal to the gray paladin’s paladin level.
This ability functions while the gray paladin is conscious and while she is sleeping, but not if she is unconscious for any other reason, or dead.
This ability replaces aura of justice.
Holy Gun
Not all paladins are knights in shining armor. Holy guns roam the world searching for evil. And where they find it, they put it down.
Weapon and Armor Proficiency
Holy guns are proficient with all simple and martial weapons, firearms, and light armor.
Have Gun
At 1st level, the holy gun gain the ability to perform a single deed for free once per day from the following list. She also gains a Pistol.
This ability replaces detect evil.
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Gunslinger’s Dodge: At 1st level, the Holy Gun gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Holy Gun, she can spend 1 grit point to move 5 feet as an reaction; doing so grants the Holy Gun a +2 bonus to AC against the triggering attack. This movement do not provoke attacks of opportunity. The Holy Gun can only perform this deed while wearing medium or light armor.
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Quick Clear: At 1st level, as an action, the Holy Gun can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The Holy Gun must have at least 1 grit point to perform this deed.
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Targeting: At 1st level, as an action, the Holy Gun can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands.
Head: On a hit, the target is damaged normally, and is also Blinded for 1 round.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs are immune to this effect.
Torso: When targeting the torso your attacks score a critical hit on a roll of 19 or 20.
Divine Deed
Starting at 2nd level after a long rest you gain a number of grit points equal to your Wisdom modifier (minimum 1). You can regain 1 grit with a Critical Hit with a Firearm or by dealing a Killing Blow with a Firearm
Smiting Shot
Starting at 2nd level, when a holy gun hit a creature with a firearm attack, the holy gun can spend 1 grit point to make a smiting shot and add her Charisma bonus and her paladin level to the damage of the firearm attack.
This ability replaces smite evil.
Divine Bond
At 5th level, a holy gun forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm. In addition to the listed abilities, a holy gun can add the distance or reliable special abilities to her weapon, but she cannot add the defending and keen special abilities.
This ability replaces the standard paladin’s divine bond.
- Reliable Price +1 bonus
This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm.
- Distance Price +1 bonus
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
Holy Grit
At 11th level, a holy gun gains a number of grit points equal to her Charisma modifier (minimum 1) and gains the use of a single deed from the following list. She can select any deed that she meets the level requieriments. At 14th level, and every three levels beyond 14th, the holy gun gains another point of grit and another deed.
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Menacing Shot: At 11th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 8 + your proficiency bonus + your Wisdom modifier.
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Slinger’s Luck: At 11th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower.
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Bleeding Wound: At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra necrotic damage. The amount of necrotic damage is equal to the gunslinger’s Dexterity modifier.
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Cheat Death: At 14th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
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Stunning Shot: At 14th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Constitution saving throw (The DC of this effect is equal to 8 + your proficiency bonus + your Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Holy Slinger
This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits a creature with the smiting shot deed.