Paladin
Base Class: Paladin

Near or far, high or low, none are beyond the reach of your judgement. Both on the battlefield and off of it, from the highest of kings to the lowest-born slave, all are equal to your eyes.

The tenets of the Oath of the Arrow are as follows:

Let Justice be Fair. Be swayed by nothing but the truth.

Let Justice be Swift. Every moment that justice is not served is another moment of suffering.

Let Justice be Sure. Destroy only that which is necessary and not a hair more.

Let Justice be Known. Injustice hurts more than just the direct victims. Ensure that closure is granted to all affected.

Oath Spells

You gain oath spells at the paladin levels listed.

(DNDBeyond won't let me add Elemental Weapon, Lighting Arrow, and Swift Quiver to this sub due to licensing issues. You'll have to give yourself a feat that does that.)

Paladin Level Spells
3 hunter's mark, magic missile
5 see invisibility, zone of truth
9 elemental weapon*, lightning arrow*
13 greater invisibility, locate creature
17 geas, swift quiver*

Channel Divinity

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

  • Implements of Justice. You can use your Channel Divinity to bond with a weapon by performing a special ritual while you hold the weapon. You conduct the ritual over the course of 1 hour, which can be done during a short rest. The bond ends if you die, perform this ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

    If the weapon was a melee weapon, you gain the ability to make ranged weapon attacks by firing beams of light from it, using the same damage die and modifier as its melee weapon attacks. It has a normal range of 60 feet and no long range, and deals radiant damage instead of its normal damage type.

    If the weapon was a ranged weapon, you gain the benefits of the Archery Fighting Style while you hold it.

    Either way, you can count attacks made with your bonded weapon as melee weapon attacks for the purposes of your Paladin features, subclass features, and spells.

 

  • Judgement Zone. As an action, you can expend your Channel Divinity to mark a 10 foot by 10 foot area within 60 feet. Creatures of your choice within this area are marked, taking an additional 1d4 damage from all sources for 1 minute.

Aura of Inviolability

Starting at 7th level, you emanate an aura that keeps enemies away from yourself. When a creature moves within 10 feet of you, you can use your reaction to force it to make a Wisdom save. On a failed save, the creature is moved 5 feet away from you, and its movement speed is reduced to 0 until the end of the turn. At 18th level, the range of this aura increases to 30 feet.

Unerring Eye

At 15th level, when you miss with an attack roll, you can choose to make it hit instead. You can use this feature a number of times equal to your Charisma modifier, and you regain all uses when you finish a long rest.

Author of Punishment

You have judged, and found your enemies wanting. As an action, you can channel divine judgment for 1 minute. For the duration, you gain the following benefits:

  • Your shots ricochet with your unerring accuracy. Once per turn, when you land a ranged weapon attack, you can make an additional ranged weapon attack against a different creature within range.
  • Your ranged weapon attacks deal an additional 1d6 radiant damage.
  • Your very presence acts as half-cover for creatures you choose within 30 feet of you.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2022 8:02:39 PM
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1.2
Coming Soon

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