At no point does it say "melee weapon" - you can make bonus action bow attacks with the War Priest feature, and Divine Strike applies to a longbow as much as a longsword. It gives proficiency with martial weapons (such as the longbow) and has a number of features that enhance your weapon attacks. The War Domain supports ranged weapons just as well as a front-line approach. For a package that is already in the box, Celestial Warlock fits. Going to home brew may be satisfying but also takes more work. (Thanks additional spells from the Celestial patron offer thematic support. Improved Pact Weapon allows for the Warlock's weapon to be a bow if the player is willing to be patient, the Eldritch Smite, Improved Pact weapon, and Thirsting Blade invocations will support this character concept if Pact of the Blade is chosen at level 3. If willing to wait for level 5 - Pact of the Blade But it's another way to control a foe that fits with the general cleric/paladin anti undead theme. You will probably be done with the campaign before the at will 'hold monster' invocation is available: chains of Carceri. Of you, treat any dice rolled to determine the hit points you regainĪs having rolled their maximum value for you. Whenever you regain hit points while your familiar is within 100 feet Gift of the Ever-Living Ones boosts healing it's sort of clericky in that regard. Depending on your party you may need a scout. The Pact of the Chain Warlock familiar provides a lot of scouting and a few control spells. Rituals when you take the Book of Magic Secrets invocation Additional cantrips like spare the dying, chill touch, or toll the dead.Ģ. Pact of the Tome provides a few things that support your concept.ġ. You gain proficiency with medium armor and shields. Increase your Strength or Dexterity score by 1, to a maximum of 20. If the party is beginning at level 1, taking variant Human and the Moderately Armored feat to allow for medium armor and a shield fits a Dexterity based paladin. It does good damage in tiers 1, 2, and 3 if you take Agonizing blast right away at level 2. When you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.īanishment, a Warlock spell, at level 7 can be chosen to get a very nice cleric / paladin feel for handling undead.ĮB as your bread and butter is as good as any archery, better with Agonizing Blast, and by using either Repelling Blast or Eldritch Spear, can provide some battlefield control or added range. The level 6 class the Radiant Soul feature adds radiant damage to some attacks and spells. The first level feature, Healing Light, is a fair enough approximation of Lay on Hands to fit. The two additional cantrips with this patron (Light, sacred flame) are a nice fit with the theme of Curse of Strahd's dark and undead setting. The 90' range makes it applicable in a lot of tactical situations.
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Answers explaining why this is a bad idea are also welcome, if that is the case and I am unaware.įor ranged attacks and a holy feel, Celestial Warlock fits wellĮldritch Blast has a variety of invocations that makes it useful in a lot of situations. How can I allow my player to play with the concept they have in mind and have a fun time? I should mention that I am totally okay with homebrew content, as long as it is fairly balanced, and I am also okay with build suggestions that make such a playstyle viable.
![pillars of eternity deadfire ranged class pillars of eternity deadfire ranged class](https://i.imgur.com/4sVpz4t.jpg)
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On the other hand, re-flavoring a Ranger to something more "sacred" also does not feel the same (especially since the player wants something to support the team). The channel divinities are melee based, the auras are mostly melee-tankish based. Creating a new subclass to the Paladin that fits with ranged combat still seems hard - it is not just about changing Divine Smite to ranged and allowing Archery as a Fighting style. But not only that, the Paladin class as a whole is quite melee-based. Well, there is the first obvious issue: clerics don't have much supporting ranged weapon-based playing style, nor do Paladins. Basically, the player wants to shoot arrows that deal radiant damage and deal some extra nice damage against Undeads and other evil creatures.Īdditionally, the player feels like the holy aspect should provide some kind of support to the party, similar to what Paladins and Clerics do, not only be a damage dealer that deals radiant damage and extra against evil. One of my players wants to play a ranged weapon-based character, but that, at the same time, has "holy" characteristics, similar to a Paladin or Cleric. I am running a new Curse of Strahd campaign with players that are more used to D&D than most groups I DM for. I have been through a similar issue, which ultimately led me to homebrew a new class, and I decided to share my problem and my solution. The way the questioner wrote it (at the time I am writing this one) was quite broad.