Paladin Subclass three-quarters cover from you and your allies.
If any of Oath of the Vigil your allies move beyond 30 feet from you they no longer gain this benefit.
Tenets of the Vigil
Concentrate Awareness. As a bonus action, you The tenets of the Oath of the Vigil are taken by the heighten your senses to locate threats. For the next individual as proof to protect those around them. minute you gain a +10 to your passive perception score. Protect Be aware of those around you who cannot help Ranged Divine Smite themselves, it is your duty to guard them. Also at 3rd level you can use your smite at a distance. This ability upgrades your 2nd level ability, Divine Patience Smite. When you hit a creature with a ranged weapon Yours is a war of nerves, concentration, and endurance. attack, you can expend one spell slot to deal radiant You must always wait for opportunities and never be damage to the target, in addition to the weapon’s hasty. damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a Restraint maximum of 4d8. The damage increases by 1d8 if the Do not recklessly kill. Always be certain your fights are target is an undead or a fiend, to a maximum of 5d8. worthy and just for protection. Divine Perception Unity At 7th level your knowledge of the land around you Never fight alone. Communication is key to victory and improves. Moving through nonmagical difficult terrain preservation. costs you no extra movement. Additionally you gain a +2 to ranged attacks and damaged rolls. Oath Spells You gain oath spells at the paladin levels listed. Long Shot Starting at 15th level, your foes of distance stand no Oath of the Vigil Spells chance of dodging your shots. When you make a Paladin Level Spells ranged weapon attack, the weapon's range is doubled. 3rd alarm, consuming smite 5th branding smite, misty step Veil Walker 9th conjure barrage, tiny hut At 20th level, divine power has granted you the power 13th hallucinatory terrain, locate creature to become unseen. As an action you become invisible 17th conjure volley, swift quiver for 1 minute. When you make a weapon or spell attack, the invisibility ends and your attack is automatically a Channel Divinity critical hit. When you take this oath at 3rd level, you gain the following Channel Divinity options.
Sentry’s Sight. As an action choose a number of
creatures equal to your Charisma modifier that you can see within 600 feet of you. For one hour you and any allies within 30 feet of you know their location, so long as they remain on the same plane as you, and cannot be surprised by the chosen creatures. Additionally these creatures cannot benefit from half cover or