Oath of Archery (5e Subclass)
Oath of Archery[edit]
Paladins who swear the Oath of the Arrow commit themselves to safeguarding others from a distance. As spiritual heirs to a storied tradition of legendary archers, they embody precision and virtue. In the heat of battle, they shield their allies from harm with lethal volleys of arrows, constantly repositioning to secure the ideal vantage point against the forces of darkness.
- Tenets of the Archer
The tenets of this oath date back to the earliest archers, passed down through generations:
- Hold a Steady Aim. Let your shots be true, and never waver when confronted by evil.
- Inspire Discipline. Be a beacon of leadership on the battlefield, guiding others in the fight against darkness.
- Protect the Innocent. With your skill comes a duty to defend those in need, always using your precision to safeguard the vulnerable.
- Character. Your actions and words should inspire trust, reliability, and hope in everyone you meet. You never know who might need your protection next, and your reputation must remain untarnished, so that when danger looms, yours is the name they call first.
- Oath Spells
You gain Oath spells at the Paladin Levels listed:
Paladin Level | Spells |
---|---|
3rd | bless, zephyr strike |
5th | cordon of arrows, warding bond |
9th | haste, lightning arrow |
13th | find greater steed, freedom of movement |
17th | conjure volley, holy weapon |
- Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
- Divine Sight. As a bonus action, you present your holy symbol and imbue your weapon with divination magic. You shoot a piece of ammunition to a spot within range. You learn the number of all creatures within 90ft of the spot where the piece of ammunition landed. For a minute, you know the location of all creatures detected by this ability. Creatures do not benefit from the Invisible condition with this ability.
- Synchronized volley. As an action, you can use your Channel Divinity to guide your companions for a synchronized volley. Make a range spell attack against a target within 80 feet of you, as a bow made of pure light briefly materializes in your hands, temporarily replacing any weapon you were wielding. On a hit, the target takes 1d8 radiant damages. Then choose a number of humanoids you can see and who can see you within 20 feet of you, up to a number equal to your Charisma modifier (minimum of one), a bow of pure light also briefly appears in their hands. Each of them can use a reaction to make a range spell attack against a target within 80 feet. They use your spell casting modifier for this attack. On a hit, the target takes 1d8 radiant damages.
The damages increase by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
- Divine Archer
When you take this oath at 3rd level, whenever one of your spells or features requires a melee weapon attack, from now on you can also use it with a range weapon attack.
- Aura of Accuracy
At 7th level, your oath lends itself to your allies, and boosts their precision. You and any creature of your choice within 10 feet of you gains a bonus to attack rolls equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet.
- Soul of the Defender
At 15th level, your connection to the divine bleeds into your armament. Your ranged weapons no longer require ammunition, as it is magically produced, and the damage from those weapons is considered magical for the purposes of overcoming resistances and immunities.
- Iron Resolve
At 20th level, you merge with the spirits of the legendary archers of old. As a bonus action, you magically transform into the embodiment of the strongest archer,gaining the following benefits for 1 minute.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your range weapon attacks score a critical hit on a roll of 19 or 20.
- Your ranged weapon attacks deal an additional 4d10 radiant damage.
- Your ranged weapon attacks ignore all cover, and can go through walls.
Once you use this feature, you can't use it again until you finish a long rest.
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