Paladin
Base Class: Paladin

Not all Paladins stand on the front lines. Some find far more fulfillment in supporting their allies from afar. Those who follow the Oath of the Fusillade, sometimes known as Divine Archers, make use of their ability to rain judgement down from the heavens to pick off monsters from a distance, or to provide cover for their allies.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Fusillade Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Fusillade Spells
PALADIN LEVEL SPELLS

3rd

Guiding Bolt, Hail of Thorns

5th

Acid Arrow, Cordon of Arrows

9th

Conjure Barrage, Lightning Arrow

13th

Blight, Freedom of Movement

17th

Conjure Volley, Swift Quiver

Channel Divinity

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

Divine Shot. As an action you can channel your divine power into your ranged weapon for the next 10 minutes. When you cast a paladin spell that only targets one creature, you can choose to funnel all of the power into your weapon. Any effects of the spell are then applied when you hit with a ranged weapon attack and any relevant saves must be made by the target, in addition to the normal weapon damage. Unless specified in the spell, missing the weapon attack also discharges the spell, wasting it. If the spell has a casting time of 1 action, you can make a ranged weapon attack as a part of the casting of the spell. 

Additionally, when you use this option,  you can use your divine smite class feature when you hit with a ranged melee attack. You can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6.

Healing Rain. As an action you fire several pieces of magical ammunition into the sky, which then fall down and heal your targets. Choose a number of creatures equal to your Charisma modifier (minimum of 1), within your weapons normal range. You can then heal your targets as if you were using your Lay on Hands class feature, except that for every two points you spend the target receives one point of healing.

Aura of Shielding

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you always count as being behind half cover. This does not increase the cover gained from other sources. Creatures that are in your aura and whose movement is not 0, can use half of their total movement to gain three-quarts cover until the start of their next turn, or until they leave your aura.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Overwatch

At 15th level, you stand watch over the battlefield, striking out at anything that moves in your range. If a creature moves within your weapons normal range, you may make an attack of opportunity against, it using a special reaction. You can make a number of these special reactions equal to your Charisma modifier (minimum of 1), but you cannot target the same creature more than once.

Legendary Marksman

At 20th level, you learn to channel the spirits of legendary archers to briefly become a paragon of accuracy and precision. As an action, you embrace these spirits of archery, gaining the following benefits for 1 minute:

  • You double both the normal range and long range of any ranged weapon you are holding.
  • You do not suffer disadvantage when making a ranged attack roll against a target within 5 feet of you.
  • You can take the Dash action as a bonus action.
  • You can make ranged weapon attacks against creatures behind total cover, but the attacks are made at disadvantage.

Once you use this feature, you can’t use it again until you finish a long rest.

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