Paladin/Oath of the Unconquered

From Magisphere
< Paladin
Revision as of 23:59, 4 May 2020 by Asch (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

paladin

Oath of the Unconquered

Unconquered Paladin's 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.

Homebrew: The "Oath of the Unconquered" paladin subclass was made by SethBlackwood and published on the unearthedarcana subreddit.

Tenets of the Unconquered

Most paladins that swear the Oath of the Unconquered often wear intricate heavy armor to display their devotion to their oath to serve and protect.

  • 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 their's.

Oath Spells

You gain oath spells at the paladin levels listed in spell table below.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Adamantine Bulwark. Anytime you take damage from 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 of up to one size larger than you or smaller that you come in 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.

Aura of Iron

Beginning 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

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 abilites used by creatures that are one size larger than you or smaller. Additionally, allies who are within 5 feet of you, and are of your size or smaller, gain the benefits of half cover.

Unbreakable Defender

At 20th level, you can use an action to 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.
  • Anytime 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 30ft 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.