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.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Unconquerable Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bane, compelled duel |
| 5th | healing spirit, spiritual weapon |
| 9th | aura of vitality, spirit guardians |
| 13th | banishment, guardian of faith |
| 17th | banishing smite, mass cure wounds |
Channel Divinity
Unyielding Sentinel. Any time you are hit by an attack, you can use your reaction and your channel divinity to force the creature that dealt damage to you to make a constitution saving throw. On a failure they take the amount of damage dealt to you + your charisma modifier. On a success they take half and you do not add your modifier.
Optimal Chance. You can use your Channel Divinity to force a creature to make a intelligence saving throw or be overwhelmed by your crippling presence. On a success, they overcome this feeling of dread. On a failure, you learn all of their damage resistances and immunities. You can choose to make these resistances now vulnerabilities for the next person to attack the creature. If the creature has no resistances or immunities, you can choose a damage type and make it vulnerable to that. Once the creature takes damage of the chosen type, the channel divinity ends but not until then. The effect will also end if the creature dies before taking that specific damage or if you are incapacitated, unconscious, or have died.
Aura of the Phalanx
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.
Fortress of the Unconquered
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.
Templar’s Defense
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 the Phalanx, 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.
- You are now immune to Radiant and Necrotic damage and all non magical damage while your “Templar’s Defense” ability is activated.
Once you use this feature, you can't use it again until you finish a long rest.
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