Base Class: Paladin
The Oath of the Overwatch is not for conventional paladins. While other paladins fight on the front lines an take the brunt of any attack, those who have taken the Oath of the Overwatch prefer to fight from the back, picking off unseen threats from afar and protecting their charges with covering fire.
Paladins who take up the mantle of overwatch learn to seek out what is hidden and discern truth from tricks, often showing a knack for breaking illusions and resisting enchantments as well as helping others do the same.
TENETS OF THE OVERWATCH
A paladin who assumes the Oath of the Overwatch swears to keep their charges undeceived by tricks of the mind and protected from invisible threats.
Vigilance. The mind is easily tricked and the eye subverted. Steele yourself against those who would exploit that for shameful purposes.
Honesty. The world is complicated enough without lies and tricks. Be honest at all times to those who have not wronged you.
Discretion. You are a force that lingers in shadow. Remember that you do so in order to spread the light of truth.
Guidance. The Overwatch guide with finesse, not strength. We do not lead from the front, but we protect those who do and help steer them down the proper path.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Overwatch Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Overwatch Spells
| Paladin Level | Spells |
|---|---|
| 3rd | alarm, faerie fire |
| 5th | invisibility, see invisibility |
| 9th | fly, sending |
| 13th | arcane eye, greater invisibility |
| 17th | mislead, telepathic bond |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Forewarning. As an action, you can use your Channel Divinity to imbue others with heightened awareness. Each creature of your choice that you can see within 30 feet of you gain advantage on their next attack as well as advantage on Wisdom (Perception) checks for 1 minute.
Divine Shot. As a bonus action, you can use your Channel Divinity to imbue your ammunition with divine energy for a number of minutes equal to your proficiency bonus. While Divine Shot is in effect, you can use your Divine Smite ability with ranged weapon attacks. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the attack misses, the shot continues until it impacts a wall or other obstructing object and explodes upon impact. Creature within a 5 foot radius of this explosion must make a Dexterity saving throw or take half of the imbued smite's damage.
Aura of Observation
Starting at 7th level, you fill nearby creatures with vigilance. While you're not incapacitated, you and creatures of your choice within 10 feet of you gains advantage on saving throws and ability checks against the effects of illusion and enchantment spells. The aura does not extend through total cover.
At 18th level, the range of this aura increases to 30 feet.
Augmented Ammunition
Starting at 15th level, you learn to use a paladin's magic from afar. Any spells you know that require a 'melee weapon attack' may now additionally be used with ranged weapons.
Perfect Watchman
At 20th level, you can become a shadow of death among those who would threaten what you defend. As an action, you can exert all of your training into a perfect confluence of skill and purpose, gaining the following benefits for 1 minute:
- Truesight up to 60 feet.
- You can turn invisible as a bonus action. This invisibility lasts until you cast a spell, make an attack or until the start of your next turn.
- You can use your reaction to make an attack of opportunity against any creature that you can see that moves within your line of sight.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Sep 3, 2024Cool subclass, if a bit underpowered. I like the idea of a ranged paladin, but this feels underwhelming and strange. Also, the level 15 feature is, unfortunately, practically useless. Consider buffing all the features, and giving more of a purpose to the 15th level ability.