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

1d8 per ranged paladin level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level of ranged paladin level after 1st

Proficiencies

Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

Saving Throws: Charisma, Dexterity

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