# Ranged Paladin 
Welcome to my attempt at converting the Paladin class, to a ranged archetype. This is intended to fit in with the balance of 5e and give paladins an alternative playstyle compared to the regular "sword and board" melee combat.

## Class Features
As a ranged paladin , you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per ranged paladin level 
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level of ranged paladin level after 1st

#### Proficiencies
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- **Armor:** Light armor, Medium armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None

___
- **Saving Throws:** Charisma, Dexterity
- **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Stealth and Religion

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* scale mail *(b)* leather armor
- *(a)* shortsword *(b)* any simple melee weapon
- Longbow and a quiver of 20 arrows

### Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of you next turn, you know the location of any celstial, fiend or undead within 30 feet of a poin you are looking at, as long as they are not within or behind full cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or oject that has been consecrated or desecrated, as with the *hallow* spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

### Lay on Hands
Same as PHB

### Fighting Style
Same as PHB with addition to Archery Fighting style

### Spellcasting 
Same as PHB with the exception that you gain the ability to use anything that affects melee weapons with ranged weapons. ie You gain the ability to use thunderous smite on a ranged weapon attack.

### Divine Smite
Starting at 2nd level, when you make a ranged weapon attack, you can expend one spell slot to deal radiante damage to the target, in addition to the weapon's damage. You mkae this choice after you see the roll. but before the DM says wether the attack hits or misses. 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 of fiend.

### Divine Health
Same as PHB

### Sacred Oath
Instead of the aura at 7th level, you and one ally within sight of you gain the benefit of the aura. At 18th level you and upto three allies within sight of you gain the benefit instead.

### Ability Score Improvement
Same as PHB

### Extra attack
Same as PHB

### Aura of protection
Starting at 6th level, whenever you and upto one ally within range of you make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum of +1) You must be conscious to grant this bonus. At 18th level you and upto three allies within sight of you gain the benefit instead.

### Aura of protection 
Starting at 10th level, you and upto one ally within sight of you cant be frightened while you are conscious. At 18th level you and upto three allies within sight of you gain the benefit instead.

### Improved divine smite
By 11th level you are so suffused with righteous might that all your ranged weapon attack carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 radiant damage. If you also use your divine smite with an attack, you add this damage to the extra damage of your divine smite. Additionally you no longer require ammunition when shooting ranged weapons.

### Cleansing touch
Same as PHB

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# Sacred Oath
Here is an example oath I created to fit with the above archetype

### Oath of Precision
The Oath of Precision believes in powerful attacks bringing swift and merciful death to their enemies, Some times called Divine Archers or True shots, Paladins who swear this oath promise to bring merciful death to those who oppose them. They adorn their armor and weapons with pieces of holy cloth, torn from the remains of their enemies, that are rumored to help them to aim true.

#### Tenents of Precision
Thoug the exact words and strictued of the Oath of Precision vary, paladins of this oath share these tenents.
___
- **Merciful.** Dont cause undo suffering, either help or end those in pain
- **Courage** Dont be afraid to act, in times of crisis, always be looking for ways to help those in need.
- **Loyalty** Be true to your allies, and be prepared to help them when necessary
- **Duty** Be responsible for your action and their consequences, protect those entrusted to yhour care, and obey those who have just authority over you.

#### Oath Spells
You gain oath spells at the paladin levels listed.
##### Oath of Precision spells
| Paladin level | Spells |
|:----:|:-------------|
| 3rd |* Hunter's mark, Zephyr Strike *|
| 5th | * See invisibilty, Pass without trace * |
| 9th | *Flame Arrows, Lightning arrow* |
| 13th | *Confusion, Grasping vine* |
| 17th | *Swift Quiver, Conjure volley* |

#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel divinity options.
___
- **Sacred Weapon.** As an action you can imbue one ranged weapon that you are holding with positive energy, using your Channel divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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.
- **Guided Strike.** You can use your Channel Divinity to strike with supernatural accuracy. When you make a ranged attack roll. you can use your Channel Divinity to gain a +10 bous to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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#### Holy Accuracy
Beginning at 7th level, Whenever you or allies within 10 feet of you make a ranged weapon attack, they may add half your charisma modifier rounded up to any attack and damage rolls. At 18th level this range is increased to 30ft 

#### Swift demise
Beggining at 15th level, you can tell when enemies are under half their maximum Hit points, and have renewed ferver in their downfall. Any ranged attacks against targets with half their hitpoints or fewer, gain the following benefits

- Deal bonus 1d6 extra piercing damage.
- On a crit, deal double plus one damage dice, instead of just double.
- Dealing the final blow on an enemy grants you the ability to use your bonus action to make an extra attack

#### Avatar of Accuracy
At 20th level, as an action, you can imbue your weapon with holy accuracy and ferver, gaining the following effects.
- Any ranged weapon attack made are made with advantage.
- Attacks deal an extra 3d6 Radiant damage on hit
-  Targets behind Half and 3/4 Cover gain no benefits.
- You gain truesight
- You can fire at twice your range

Once you use this feature, you cant use it again until you finish a long rest.

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