Paladin
Base Class: Paladin

Those who seek to protect their homes and their religion from those who would do them harm often take up the bow in accordance with their gods. These holy archers are sometimes referred to as Seekers or Holy Rangers. Paladins who take up the Oath of the bow are typically Elves, but many other races have been known to specialize in ranged combat as well. These Paladins prefer to look over the fight from a distance to smite their foes and protect their allies.

This subclass is not entirely my own. I have taken the original idea and made my own take on the subclass. If you wish to see the original, go check out Prattitude12 on reddit. Thanks for the awesome idea!

NOTE. Extended spell list is not automatically added as part of this subclass. Make sure you add them manually yourself if you wish to use this subclass.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

faerie fire, sanctuary

5th

enlarge/reduce, warding bond

9th

conjure barrage, lightning arrow

13th

freedom of movement, guardian of faith

17th

conjure volley, swift quiver

Holy Archer

When you take this oath at 3rd level, your Divine Smites and Improved Divine Smite abilities can now be used with ranged weapon attacks. Divine Smiting in this way uses d6s for damage instead of d8s.

When Divine Smiting with a ranged weapon, your Divine Smite deals 2d6 radiant damage for a 1st-level spell slot instead of 2d8, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.

Channel Divinity

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

Sacred Bow. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Vow of the Guardian. Choose an amount of hit points equal to or less than your current Lay on Hands hit point pool. As an action, choose a point within 120 feet of you. You shoot an arrow made of pure healing light at that point.

You restore an amount of health equal to the value you exhausted from your Lay on Hands hit point pool, divided as you choose among any number of creatures within 15 feet of the chosen point.

Aura of Cover

Starting at 7th level, you and friendly creatures within 10 feet of you gain the benefits of half cover. Creatures do not benefit from this feature against melee attack rolls.

At 18th level, the range of this aura increases to 30 feet.

Heavenly Hunter

Beginning at 15th level, you no longer suffer disadvantage on ranged attacks when within 5 feet of a Hostile creature provided the target of your attack is a creature within 5 feet. In addition, whenever you or any ally within 30 feet of you reduces a creature to 0 hit points you can use your reaction to instantly make one ranged weapon attack against a creature you can see within range.

Angelic Archer

At 20th level, as an action, you and your ranged weapon light up with burning radiant energy. For 1 minute, you gain the following benefits:

  • Your ranged weapon attacks are made at advantage, and you cannot be disarmed or knocked prone.
  • Your ranged weapon attacks consume no ammunition and ignore half and three quarters cover and can pierce through up to 15 feet of full cover provided your target is not hidden from you.
  • Your ranged weapon attacks deal radiant damage that ignores resistance to radiant damage and deal half damage to creatures immune to radiant damage.
  • When you hit a creature with a ranged weapon attack, you can choose to heal the creature instead of dealing damage. The amount the creature is healed for is equal to the total damage of the attack. This includes the damage from features such as Divine Smite and Improved Divine Smite.

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

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