Paladin
Base Class: Paladin

In times of, many people retreat to castles and fortress in order to survive the fires that ravage the countryside. But sometimes it is not possible for people to leave, and as such a fortress must come to them. Unbreakable Paladin's are soldiers who dedicate themselves to defending the common folk from the ravages of war and disaster. Commonly called Bulwark Knights, Mountain Knights and unbroken, these soldiers stride into battle with defensive magics alight, making them mobile fortresses that can hold back a tide of enemies until the innocent have time to escape.

 A subclass from Blackwood's Tome of Heroes

Tenets of the Unbreakable

Defend the weak: You must challenge the strong with your own strength so that the weak might prepare or flee.
Kindle hope: When there is doubt, you must be an anchor for the courage and will of those around you.
Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level        Spells
3rd                           Thunder Wave, Sanctuary
5th                           Barkskin, Find Trap    
9th                           Major Image, Protection from Energy
13th                         Resilient Sphere, Stone Skin
17th                         Passwall, Wall of Stone

Channel Divinity

Adamantine Bulwark: Anytime you take damage from an attack or spell you may spend you channel divinity to reduce all damage dealt to you by an amount equal to three times your paladin level.

Unstoppable Tilt: You may spend an action to you use your channel divinity in order to make an unstoppable charge. You may move up to twice your speed in a straight line or gentle curve. You can move through enemy creatures, and the first enemy creature that is the same size as you that you come in contact with must make a strength saving throw equal to 8 + your proficiency + your strength modifier, or they take 2d8 bludgeoning damage and are forcefully moved with you until you finish your charge, or they take no damage and are knocked prone. All other creatures you, or the creature you are carrying, pass through after the first must also make the save or be knocked prone.

Aura of Iron

Beginning at 7th level, you emanate so many protective magics that it is almost palpable, You and Creature you choose within your aura reduce all damage they take by an amount equal to your charisma modifier (minimum 1).

Living Bulwark

At 15th level, you have become as tough as the mightiest fortress, and embody many its qualities. You can no longer be restrained or forcefully moved. Allies may also use you to gain the benefits of 3/4's cover.

At 18th level, the range of this aura increases to 30ft.

Armor of the Gods

At 20th level, you may spend an action to create an additional, secondary layer of armor made of solidified arcane energy appear over your armor. For the next minute you gain the following benefits;

~ If an attack or spell does less then 15 damage to you, you ignore it.

~ Anytime a creature makes a ranged attack against a creature within your Aura of Iron you may roll a d6. On a 4, 5 or 6, the attack is made against you instead.

~ Creatures you choose in your aura always gain the benefits of half cover.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

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5/27/2020 12:09:15 PM
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