Base Class: Paladin
Traditionally, paladins channel their divine oaths through melee combat. Recognizing this as an inherent weakness in their defensive capabilities, some divine protectors work with ranger conclaves in order to adopt a new method of enforcing their divine will. These paladins take up the Oath of the Conclave, allowing them to channel their divine power into ranged attacks.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Grasping Tether. As an action, you present your holy symbol to prevent an enemy's escape. Make a ranged spell attack targeting a creature within 60 feet of you. On a hit, you and the targeted creature are tethered for 1 minute. For the duration, you and the creature cannot move farther away from each other. On subsequent turns you can use your action to make a contested athletics check against an effected creature that is your size or smaller. On a success, the creature is moved 20 feet closer to you. Additionally, if the effected creature would teleport, it must first succeed on a wisdom saving throw or the teleportation fails. An effected creature can use its action to make a strength check, ending the effect on a success. The tether has an AC of 10, and a number of hit points equal to your paladin level + your charisma modifier.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Stalking Predator. As an action, you present your holy symbol and channel the aspect of ambush predators. You can choose a number of friendly creatures equal to your charisma modifier within 30 feet of you to gain a +5 bonus to stealth rolls for the next 10 minutes. For the duration, targeted creatures can also add the +5 bonus to initiative rolls.
Ranger Multiclassing
If you are multiclassing with the Ranger character class, you gain the following benefits:
You can use your Wisdom ability in place of your Charisma ability for all Paladin class features and spells. Alternatively, you can use your Charisma ability in place of your Wisdom ability for all Ranger class features and spells.
You can ignore ability score requirements for your secondary class when choosing to make this multiclass option.
Ranger levels count as Paladin levels when determining spell slot progression. Additionally, you can prepare spells from either the Ranger spell list or Paladin spell list.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Superior Smite
Your oath allows you to enforce your divine will from afar. Before making a ranged weapon attack, you can expend a spell slot to imbue the ammunition with divine energy. On a hit, the piece of ammunition does additional radiant damage depending on the expended spell slot. This additional damage is proportional to the additional damage provided by your Divine Smite feature. On a miss, the spell slot is lost and no additional damage is dealt.
Aura of the Nomad
Starting at 7th level, you and friendly creatures within 10 feet of you don't suffer the effects of difficult terrain. Additionally, you and friendly creatures within range gain temporary hit points equal to half your Paladin level (rounded up) + your charisma modifier upon the completion of a short rest.
If you have levels in Ranger, use the combined total of your Paladin and Ranger levels and add either your charisma or your wisdom modifier.
At 18th level, the range of this aura increases to 30 feet.
Hunter's Spirit
Beginning at 15th level, your muscle memory allows you to near perfectly repeat attacks against a creature. When you hit a creature with a weapon attack, subsequent attacks gain an additional +1 to attack rolls. This bonus stacks with each successful weapon attack to a maximum bonus of +5. This bonus is reset to +0 when you miss a weapon attack, make an attack with different weapon, or make a weapon attack against a different creature.
Divine Hunter
At 20th level, your divine connection gives you otherworldly mastery over your equipment in combat, giving you the following benefits:
You receive the Holy Guidance feature as a reaction. When you miss a ranged weapon attack that is charged with your Superior Smite feature, you can use the Holy Guidance feature to reroll the attack, taking the new roll instead.
Your weapon attacks now do additional radiant damage equal to the bonus received from your Hunter's Spirit feature.
All damage dealt to you is reduced by an amount equal to the bonus from your Hunter's Spirit Feature.
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