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# Oath of the Arrow - 5E Paladin Subclass Homebrew ### by Nines, V1.2 ## The Long Hand of Justice 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. ## Subclass Features ### Oath Spells You gain oath spells at the paladin levels listed. | 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. - ***Radiant Quiver.*** You can use your Channel Divinity as a bonus action to bless a quiverful of ammunition for 1 minute. This blessed ammunition deals 1d4 additional radiant damage on a hit. In addition, ranged weapon attacks made using this blessed ammunition count as melee weapon attacks for the purposes of your paladin spells, your Divine Smite, and your Improved Divine Smite. - ***Radiant Blockade.*** You can use your Channel Divinity to protect those around you. As an action, you can use your Channel Divinity to create a 5-foot cube of light in a location you can see within 30 feet of you, which acts as half cover for creatures of your choice. This cover lasts for 1 minute. You may move this cover up to 30 feet to a location that you can see as a bonus action. \columnbreak ### 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. ### Endless Radiance Starting at 15th level, when you take the Attack action, you can bless a number of pieces of ammo up to your Charisma modifier (a minimum of 1) until the end of your turn as part of the same action. Ranged weapon attacks made using ammunition blessed in this manner count as melee weapon attacks for the purposes of your paladin spells as well as your Divine Smite and Improved Divine Smite features. ### Avatar of Judgment 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.
\pagebreak >Image Credit: [Archer Half Elf](https://www.deviantart.com/el-grimlock/art/ARCHER-Half-Elf-201538046"title") by el-grimlock ### Also available on DNDBeyond here: [https://www.dndbeyond.com/subclasses/968865-oath-of-the-arrow](https://www.dndbeyond.com/subclasses/968865-oath-of-the-arrow "title") \columnbreak ## Optional Features ### Additional Fighting Styles The following Fighting Style is added to your list of Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again. **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.