Paladin
Base Class: Paladin

Unconquered Paladins are soldiers who dedicate themselves to defending the ideals of freedom and prosperity and fighting those who would use strength and violence 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 kings, emperors, and gods.

Tenets of the Unconquered

Defend the Weak. When walls and shields are not enough you must be there to be their bulwark against destruction

Vanquish Tyranny. Tyrants cause 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 an 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 theirs.

Channel Divinity

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

Adamantine Bulwark. Any time you are hit by an attack or spell, you can use your reaction and your channel divinity to reduce all damage you take by an amount equal to three times your paladin level.

Unstoppable Charge. You can spend an action to use your channel divinity to move up to your speed in a straight line. You can move through enemy creatures, and the first enemy creature up to one size larger than you or smaller that you come into contact with must succeed on a strength saving throw or take bludgeoning damage equal to 2d8 + your paladin level, and be forcefully moved along with you until you finish your movement. Each other creature whose space you, or the creature you are pushing, pass through during this action must succeed on a dexterity saving throw or be knocked prone.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Unconquered Spells
Paladin Level Spells

3rd

compelled duel, shield

5th

warding bond, enlarge/reduce

9th

beacon of hope, wind wall

13th

freedom of movement, resilient sphere

17th

passwall, wall of stone

Aura of Iron

Starting at 7th level, you emanate so many protective magics that it is almost palpable. You and friendly creatures within 10 feet of you reduce all damage taken by an amount equal to your Charisma modifier (minimum 1). You reduce damage this way before resistances have been calculated.

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

Living Fortress

Beginning at 15th level, you have come to embody many qualities of an actual fortress. You can no longer be forcefully moved by spell effects, or by abilities used by creatures that are one size larger than you or smaller. Additionally, allies who are within 5 feet of you, and are your size or smaller, gain the benefits of half cover.

Unbreakable Defender

At 20th level, as an action, you can create an additional, secondary layer of armor made of solidified radiant energy that appears over your form. For one minute you gain the following benefits.

  • If an attack or spell that deals damage would damage you for 15 hit points or less, you ignore it.
  • Any time a hostile creature makes a ranged attack against an allied creature within your Aura of Iron, you can roll a d6. On a 4 or higher, you become the target of the attack instead.
  • Allied creatures within 30 feet of you always gain the benefits of half cover.

Once you use this feature, you can't use it again until you finish a long rest.

Oath Of The Unconquered Image

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