Base Class: Paladin
When tyrant's wage wars of conquest, many people retreat to castles and fortresses in small hope that they will survive the fires that will ravage their homes. But sometimes it is not possible to merely survive a despots armies. Sometimes the only option is to fight or die.
Unconquered Paladin's are soldiers who dedicate themselves to defending the ideals of freedom and prosperity and fighting those who would use strength to subdue and rule the weak. Commonly called Bulwark knights, Mountain Knights, and the Unbroken, these soldiers stride into battle with defensive magics alight, making them mobile fortresses that can withstand the wrath of mortals, kings, and gods.
TENETS OF THE UNCONQUERED
- Defend the weak: You must challenge the strong with your own strength so that the weak might prepare or flee.
- Vanquish Trants case misery in their ambitions. Deny them their dreams whether they be of the heavens or the hells.
- Kindle Courage: When there is doubt, you must be a anchor for the courage and will of those around you. Challenge the strong: You are unbreakable, show no fear, and take little caution. The monarch is your nemesis, and you are his.
OATH SPELLS
You gain oath spells at the paladin levels listed
Paladin Level Spells
- 3rd Shield, Sanctuary
- 5th Windwall, Protection from energy 1 3th Resilient Sphere, Freedom of Movement
- 17th Passwall, Wall of stone
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Adamantine Bulwark: Anytime you take damage from an attack or spell, you can use your reaction and your 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 use your channel divinity in order to move up to your speed in a straight line. You can move through enemy creatures, and the first enemy creature you come in contact with must make a strength saving throw equal to 8 + your proficiency + you strength modifier or they take 2d8 bludgeoning damage and are forcefully moved along with you until you finish your movement. On a successful save they take no damage and are not moved All other creatures you, or the creature you are carrying, pass through 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 Creatures you choose within 10ft of you reduce all damage they take by an amount equal to your charisma modifier(minimum 1).
At 18th level, the range of this aura increases to 30ft.
LIVING FORTRESS
At 15th level, you have become as tough as the mightiest fortress, and embody many of its qualities. You can no longer be restrained or forcefully moved Additionally, allies that are adjacent to you, and are of your size category or smaller, have your AC when they are targeted by an attack.
UNBREAKABLE DEFENDER
At 20th level, you make spend an action create an additional, secondary layer of armor made of solidified arcane energy that appears over your armor. For the next minute you gain the following benefits.
- If an attack or spell that deals damage, deals 15 or less damage to you, you ignore it.
- Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4, 5, or 6 , the attack is made against you instead
- Allied creatures 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.
I do not remember the place I found this subclass however; It was created I believe by Seth James Blackwood
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Adamantine Bulwark: Anytime you take damage from an attack or spell, you can use your reaction and your 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 use your channel divinity in order to move up to your speed in a straight line. You can move through enemy creatures, and the first enemy creature 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 along with you until you finish your movement. On a successful save they take no damage and are not moved. All other creatures you, or the creature you are carrying, pass through must also make the save or be knocked prone.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Iron
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Living Fortress
At 15th level, you have become as tough as the mightiest fortress, and embody many of its qualities. You can no longer be restrained or forcefully moved Additionally, allies that are adjacent to you, and are of your size category or smaller, have your AC when they are targeted by an attack.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Unbreakable Defender
At 20th level, you make spend an action create an additional, secondary layer of armor made of solidified arcane energy that appears over your armor. For the next minute you gain the following benefits.
- If an attack or spell that deals damage, deals 15 or less damage to you, you ignore it.
- Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4, 5, or 6 , the attack is made against you instead
- Allied creatures 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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5/2/2021 6:39:03 PM
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