Paladin
Base Class: Paladin

Tenets of the stoic

Challenge the Strong.

You are unbreakable; show no fear, and take little caution. 

Feel no pain. 

wounds are merely to the physical shell, a temporary setback at the very most

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Unconquered Spells
Paladin Level Spells

3rd

Command, shield

5th

warding bond, enlarge/reduce

9th

beacon of hope, wind wall

13th

freedom of movement, dominate beast

17th

Wall of force, dominate person

Heart

 

Unfinished business. 

when you are sent to death saving throws, use your channel divinity to get back up with 1 hp and temporary hp equal to (paladin level x d4)
when this temporary hp is destroyed, automatically lose 1 hp. at the start of each your turns, the remaining temporary hp is halved (rounded down)

Lungs

Starting at 7th level, your will, or sheer stubbornness refuses to let you drop to your side in combat, no matter the wound, great or small it matters not in your eyes. if you fall to 0 hit points, you do not become incapacitated. instead you roll your death saves at the beginning of each of your turns, along with gaining an extra 5ft in movement and adding half your charisma modifier (rounded down) to your hit. you drop incapacitated if you do not attack, or attempt to attack an enemy during this condition, the same applies if any action deemed as "retreating" is made. aggression. is. key. 

At 18th level, the bonus movement speed is increased to 10ft and the full charisma modifier is added to the hit die, along with using the charisma modifier for the weapons damage too.

Liver

Beginning at 15th level, your violent dance with death draws ever in the eyes of the beholder, much as your wounds are art and you are blind to them. being hit whilst making death saving throws does not add another failed death save, along with starting death saving throws with an automatic success 

Nerves

 

At 20th level, as a bonus action, halt your pain. any damage that should be taken will be held off until the start of your next turn, to which this feature can be used again to push it back further. every turn that damage is held back, it multiplies by 1.5x rounded up, non-linearly.

The rule that of, when in a single instance of damage is dealt, deals more then double damage compared to the characters maximum hit points, ignores death rolls. is ignored. death rolls will continue as they should.

You can use this feature a amount of times equal to your total constitution number, divided by your charisma modifier. rounded up, replenishing from a short rest. (the maximum for this feature is 7, and multipliers cannot go below 1, calm it dm's)

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