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Paladin : Oath of the Arrow
> ## Sacred Oath > At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a > subclass. The Oath of the Arrow option is available to you when making that choice.
### Oath of the Arrow *The Oath of the Arrow is sworn by paladins that dedicate themselves to protect others from range. Spiritual descendants of a long line of legendary archers, their aim is steady and their heart is pure. On the battlefield, they cover their companions against the evil with deadly volleys, moving around the fight to always find the best angle.*
#### Tenets of the Arrow The tenets of this oath have been written centuries ago by the first archers.
**Keep a steady aim.** Your aim must be true. Don't let your arm shiver when you face the evil.
**Incite discipline.** Be the paragon that lead the army against the enemy. Show them the way.
**Protect the pures.** With great precision comes great responsibility. Always protect the ones who need it.
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##### *Art Credit :* ***Wizards of the Coast***
### Oath Spells You gain oath spells at the paladin levels listed.
##### Oath of the Arrow Spells | 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 | \pagebreak
#### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. * **Ranger's wrath.** As a bonus action, you can use your Channel Divinity to unleash the wrath of the spirits of the first archers. When you do so, for the next 10 minutes, whenever one of your spells or features requires a melee weapon attack, it also works with a range weapon attack. * **Coordinated volley.** As an action, you can use your Channel Divinity to guide your companions for a coordinated volley. Make a range spell attack against a target within 60 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 60 feet. They use your own 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).
#### Aura of Magical Ammunitions Beginning at 7th level, the magic of the first archers live through you and makes sure you never run out of ammunition. You and every friendly creatures within 10 feet of you can use range weapons that have the ammunition property without expending an ammunition. The weapon then creates and shoots a magical ammunition made of pure light that disappears at the end of the turn. Moreover, when a friendly creature within the aura makes a ranged attack, it can add +1 to its attack and damage rolls.
At 18th level, the range of this aura increases to 30 feet. #### Cover Shot Starting at 15th level, when you hit a creature with a range weapon attack, this creature can't use its reaction until the start of your next turn.
#### Relentless Marksman At 20th level, you become one with the spirits of the first archers. As a bonus action, you magically become the avatar of the ultimate marksman, gaining the following benefits for 1 minute. * You gain a flying speed equal to your walking speed. * 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 on the d20. Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak
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