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.

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.

Aura of Iron

Beginning at 7th level, you emanate so many protective magics that it is almost palpable, you constantly emanate an Aura of Iron while you’re not incapacitated. The aura extends 10 feet from you in every direction. You and Creature you choose within your aura reduce all damage they take by an amount equal to your charisma modifier (minimum 1). This includes all magic damage and environmental damages as well as attacks and spells. All damage is reduced.

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

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. One ally 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 divine energy appear over your armor. For the next minute you gain the following benefits:

   * You have resistance to all damage.
   * 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.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Unbreakable Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Unbreakable Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Adamantine Bulwark: Anytime you take damage from an attack or spell you may spend your channel divinity to negate all damage dealt to you for 1 round. If a spell, or attack has an additional condition or effect tied to it, then you also negate the condition or effect.

Previous Versions

Name Date Modified Views Adds Version Actions
5/1/2021 12:25:50 AM
8
2
(Revised Alteration)
Coming Soon

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