Base Class: Paladin
Paladins who swear the Oath of the Divine Marksman are warriors who combine divine insight with unparalleled skill in ranged combat. They believe their ability with the bow is a sacred gift, a conduit for the divine will. To these paladins, each shot is more than just a weapon—it’s a manifestation of their holy duty to protect the innocent and strike down evil from afar.
These paladins are vigilant guardians, ever-watchful and patient. They train rigorously to perfect their aim, believing that every arrow they loose carries the weight of justice. Whether from a high vantage point or amidst the fray, a Divine Marksman waits for the perfect moment to strike, ensuring that their target never sees the danger coming.
The Oath of the Divine Marksman is not just about martial prowess; it’s a way of life. These paladins walk a path of discipline and focus, dedicated to the belief that evil must be eradicated before it can harm the innocent. With every shot, they bring the wrath of the heavens to bear, ensuring that justice is swift, sure, and from a distance where no evil can escape.
TENETS OF THE DIVINE MARKSMAN
The tenets of the Oath of the Divine Marksman emphasize precision, patience, and the sacred duty of protecting the innocent from afar. Paladins who swear this oath uphold the following principles:
Strike True. Every arrow you loose must be guided by justice and purpose. Ensure that your aim is true, and your strikes are decisive.
Vigilance. Remain ever-watchful, for the forces of evil often move in the shadows. Your eyes are the first line of defense against those who would do harm.
Swift Retribution. Do not hesitate when confronted with wickedness. Once a threat is identified, deliver justice swiftly and without mercy.
Guard the Innocent. Your bow is not just a weapon but a shield for those who cannot protect themselves. Let no evil pass unnoticed, and let no innocent life be lost under your watch.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Divine Marksman Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.
Oath of the Divine Marksman Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hunter's Mark, Longstrider |
| 5th | Misty Step, Lesser Restoration |
| 9th | Radiant Volley*, Protection from Energy |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Divine Quiver*, Commune |
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.
Divine Shot. As an action, you can use your Channel Divinity to make a single ranged weapon attack imbued with divine power. When you make this attack, you do so with advantage, and if it hits, the attack deals an additional 2d6 radiant damage.
Sacred Target. As a bonus action, you can use your Channel Divinity to designate one creature you can see within 60 feet as your sacred target. For 1 minute, your ranged weapon attacks against that creature score a critical hit on a roll of 19 or 20.
Divine Arrow
Starting at 3rd level, when you take this oath, you gain the ability to channel your Divine Smite through ranged weapon attacks. When you hit a creature with a ranged weapon 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.
Aura of the Eagle Eye
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to attack rolls with ranged weapons equal to your Charisma modifier (minimum of +1).
At 18th level, the range of this aura increases to 30 feet.
Marksman's Precision
At 15th level, your divine training grants you the ability to react swiftly and strike with greater power. When a creature within 30 feet of you moves or takes an action, you can use your reaction to make a single ranged weapon attack against that creature. On a hit, the creature’s speed becomes 0 until the end of its turn.
Additionally, whenever you hit with a ranged weapon attack, the target takes an extra 1d6 radiant damage.
Archangel's Aspect
At 20th level, you can call upon the divine power to take on the aspect of an archangel. As an action, you manifest celestial wings, gaining a flying speed of 40 feet. While you are flying, you gain the following benefits:
- Ranged attacks made against you have disadvantage.
- You have advantage on Dexterity saving throws.
This transformation lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Sep 20, 2024Updated to include snippet codes.