Paladin Oath of Forthrightness: Incomplete

by SirHanselot
This was my attempt at building a 'Holy Archer' oath for the Paladin in the party who likes to use a bow despite having absolutely no aptitude for it, but has become the default 'range guy' anyway. He choose Oath of Devotion so I didn't finish writing it up, but I plan on tidying it up sooner than later.

Paladin: Oath of Forthrightness
Tenets of Devotion
Honesty:    Do not lie or cheat.
Righteousness    You will act in a morally correct way.
Law:    The law is paramount. It must be                                    respected

Steady Aim
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
• The attacks ignore half and three-quarters cover.
• On each hit, the weapon deals additional damage to the target equal to 2 + your Paladin level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn ONE Arcane Shot option of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow, longbow or crossbow, as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level Paladin.

Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.

Shackle Arrow. When this arrow strikes its target, conjuration magic creates grasping, shackles, which wrap around the target. Chaotic aligned creatures hit by the arrow takes an extra 2d6 Law damage. All creatures hit with this arrow have their speed reduced by 10 feet, and takes 2d6 bludgeoning damage (constriction) the first time on each turn they move 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the shackles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the shackles last for 1 minute or until you use this option again.
The Chaotic-inflicting damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.

Blinding Arrow. You weave a magical burst of sunlight into your arrow, causing it to blind your foe’s vision with light.The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Careful Eyes
Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Spell Shot
At 10th level, you can add spells to your arrows to shots, extending the spell range (to that of the weapon). In 1 action, the Paladin can cast the spell on a readied bolt of ammunition and then fire it at the target. The spell will activate when the bolt strikes the target (on a normal Dex to-hit roll).

Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Snap Shot
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.