When you choose the Oath of the Pioneer as your Subclass option, you make an oath with the following tenets:
Brotherhood. Unbroken bonds break all bounds.
Freedom from Tyranny. Disobedience is liberty, so live free or die fighting.
Liberty. Claim the sweat of your brow.
Retribution. Punishment is justice for the unjust.
Shoot First. Ask questions later.
If you willfully violate these tenets and show no sign of repentance, your Subclass option is replaced with the Oathbreaker option.
You inherit the spells at each indicated paladin level in the Oath of Liberty Spells table as paladin spells.
Any hostile creature that takes the Attack action with a ranged weapon against a friendly creature within your aura has disadvantage on the attack roll.
You gain the following benefits:
You have proficiency with firearms.
Any firearm you have equipped is considered a holy symbol for any paladin spell you cast.
You can use the Close Shave, Cover Fire, Dance, Piercing Fire, and Ricochet maneuvers.
When you take the Attack action with a firearm against a half covered target or you have disadvantage on the attack roll, you can take the Magic action to ignore the disadvantage and the half covered condition against the target.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend 4 mana points to use it again.
When you take the Attack action with a firearm against a creature with an ethical alignment opposite to yours, hit, and cast the divine smite spell against the same target, the spell's damage die increases by one size. If the target's moral alignment is also opposite to yours, it increases by an additional size.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend 4 mana points to use it again.
Once on each of your turns, when you hit a creature with a firearm, you can deal 1d8 radiant damage to the creature. If you have advantage on the attack roll and the lower of the two d20 would also hit, you can choose a creature other than the target within range of your attack to take 1d8 radiant damage.
Your attacks made with a firearm require no ammunition, and all damage dealt by firearms becomes radiant damage.
You aim with your eye, shoot with your mind, and kill with your heart.
You can take the Magic action to gain the following benefits for 1 minute:
You can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls you make using firearms.
Once on each of your turns, when you miss with a firearm, you can cause that attack to hit instead.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage on a successful save, and half damage on a failed one.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.