The Conqueror Quick Build You can make a Conqueror quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Class Features As a Conqueror, you gain the following class features. Hit Points Hit Dice: 1d12 per conqueror level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per conqueror level after 1st Proficiencies Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Athletics, Arcana, History, Perception, Intimidation The Conqueror Level Proficiency Bonus Features 1st +2 Martial School 2nd +2 Fighting Style 3rd +2 Shield Bash, Fearful Physique 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Remarkable Strength 7th +3 Martial School Feature 8th +3 Ability Score Improvement 9th +4 Taunt 10th +4 Martial School Feature 11th +4 Defensive Stance 12th +4 Ability Score Improvement 13th +5 Unbelievable Strength 14th +5 Accustomed Wearer 15th +5 Martial School Feature 16th +5 Ability Score Improvement 17th +6 Tireless Body 18th +6 Scarred Flesh 19th +6 Ability Score Improvement, Martial School Feature 20th +6 Inhuman Strength 1

Equipment You start with the following equipment, in addition to the equipment granted by your background: a chain mail armor and a tower shield

(a) a longsword, (b) a battleaxe or (c) a flail

(a) two javelins or (b) heavy crossbow with 20 ammunitions

(a) a scholar's pack or (b) an explorer's pack Tower Shield Cost Ac Weight Strengt Requirement 50 gp +3 10 lbs 13 Special Properties: Wearing this shield gives disadvantage to stealth checks. A Tower Shield requires 1 action to don/doff. If planted on the ground as an action, a medium or smaller creature can gain 1/2 cover. The wielder does not gain the benefit of wielding the shield while it is planted on the ground. The shield can be picked up as an action. Martial School Whenever you create a Conqueror, you must choose one Martial School from these three: Vanquisher, Arcane Militant and Crusader. Fighting Style At 2nd level you adopt a particular style of fighting as his specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Fearful Physique At 3rd level, you learn how to frighten your target just by standing and tightening your muscles and you learn how to maximize your own capabilities. From now on you become proficient with the Intimidation and the Athletics skill. If you were already proficient, instead double the proficiency bonus. Shield Bash Beginning at 3rd level, you can make a melee attack with his shield. If you hit the target, you deal 1d8 + your Strength modifier bludgeoning and the next attack roll (dealt by anyone) until the start of your next turn against that creature has advantage. Creatures two sizes or more larger than you do not suffer any condition besides the damage. When, at 5th level, you gain the Extra Attack ability, you can use your Shield Bash as one of the attacks. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. One of this attack can be a Shield Bash. Remarkable Strength Starting at 6th level, youalready possess more physical strength than any normal humanoid. Your physique permits you to use the versatile feature of any weapon even if you are wielding it with only one hand. You can't, however, use this feature on more than one weapon at the time. You must have at least 15 as your Strenght score in order to use this ability. 2

Taunt At 9th level, you gains the ability to draw the attention of your enemies on you. As a bonus action you can cause any enemy creatures within 10 feet to make a Wisdom saving throw against a CD of 8 + your proficiency bonus + your Constitution modifier. If the targets fail the saving throw, they suffer disadvantage on every attack against any creature other than you for 1 minute. Every time another creature other than you attacks and hits one of the targets, the target can try and reroll the saving throw. At 15th level the range becomes 15 feet. Once you uses this feature, you must finish a short or long rest before you can use it again. Defensive Stance Beginning at 11th level, you can focus all your concentration in making yourself harder to hit widening your legs and adjusting the grip on your shield. If you haven’t already moved, you can use your action to gain the three-quarter cover bonus, to gain advantage on Strength skills and saving throw against anything that would move you against your will and your movement speed drops to 0 until the start of your turn. Unbelievable Strength Starting at 13th level, your body is under constant pressure and your flesh tighten harder than a normal member of your race. You are now capable of using a two-handed weapon with only one hand. You can't, however, use this feature on more than one weapon at the time. You must have at least 17 as your Strength score in order to use this ability. Accustomed Wearer At 14th level, you completely familiar with all the process needed to wear and wear off your armor. The Don and Doff time go to 1 minute each. If you obtain a new armor, you need to spend one hour studying its peculiarities before gaining back this feature. Tireless Body At 17th level, your body has adapted to carrying a lot of weight without breaking a sweat. You gain 5 feet of movement and you do not suffer from difficul terrain anymore. Scarred Flesh At 18th level, you have suffered every kind of damage and hit, your body is by now accustomed to blows and responds accordingly. For this level, and for any subsequent level from now on, you do not throw the hit dice to determine your maximum hit points. You take instead the highest possible result. Inhuman Strength At 20th level, you have reached the pinnacle of your raw potential. You instantly gain 40 hit points and gain a +4 damage to every melee attack you make. Martial School The archetype you choose represents the way you defend yourself and your companions and your particular approach to combat. Vanquisher If you chose this Martial School, you focus your strength and mind to expand your body's potential. Physical Fortitude Starting at 1st level, you can endure one type of physical damage without suffering to much. You gain resistance to one type of damage of the following: slashing, bludgeoning or piercing. Mighty Smite At 7th level, you can balance the weight of your weapon and you strike your foes ruthlessly. If you are using a Versatile or Heavy weapon, you deal an extra d8 of bludgeoning damage. Damage Apathy When you reache 10th level, your body has learned to endure a lot of hits. When you are hit with an attack, you can use your reaction to nullify the blow's effect. You must make a Constitution saving throw against a DC equal to the damage taken. If you succed, you do not take damage; if you fail, you only take half of it. Shield Slam Beginning at 10th level, your physical prowess permit you to slam your shield with even more power. The Shield Bash now deals 1d10+Strength modifier and the target must make a Strength saving throw: if the target fails the saving throw, you can choose to push it backwards up to 10 feet; if the creature succeeds, he only suffers advantage to the next attack he takes. Creatures one size smaller than you has disadvantage, creatures one size larger has advantage, creatures two sizes or more larger than you do not suffer any conditions besides the damage. Mobile Stance At 15th level, you can move up to half your movement before using the Defensive Stance feature. Raw Power Starting at 19th level, youlearned how to position every part of your body while swinging your shield and you do not waste time you don't actually need. You can now use your Shield Slam ability as a bonus action. 3

Arcane Militant If you choose this Martial School, you enhance your combat ability with magic. Eldritch Forger Your powers are almost completely defensive, like your ability to summon your shield. You can create at will a huge shield, that you can use as if it was a normal shield, using your bonus action. The shield fades away if at more than 15 feet from you, if you die or if you use a bonus action to make it disappear. You can always use a bonus action to teleport the shield in your hand.

You, being an Arcane Militan, are also a scholar. You learned the basics of forgery and infusing weapons, shields and armor with magic. If you find a magic shield, you can attune to it for 1 hour and drain its magical capacity. From now on you, when you summon it, have this effect on your own shield. The shield can only absorb one effect at a time: if you try to absorb another magic shield, the first effect disappears and it’s replaced by the new one. When you gain a new feature for your shield, the old one goes back to its original shield, if it still exists and it’s in the same plane of existence. If it can’t find its original shield, the magical properties goes to a random object of the DM’s choice. You can choose to use a normal shield and your own magic shield, if you summons it, encases the shield. However, the now summoned magic shield overwrites every stat and magical properties the previously wielded shield had. Spellcasting When you reache 1st level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips: You learn one cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 3rd level and another one at 10th level. Spell Slots: The Arcane Militant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Shield and have a 1st level and a 2nd level spell slot available, you can cast it using either slot. Spells Known of 1st-Level and Higher: You know three 1st level abjuration and divination spells of your choice from the wizard spell list. The Spells Known column of the Arcane Militant table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or divination spells of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. The Arcane Militant Level Cantrips Known Spells Known 1st 2nd 3rd 4th 1st 1 3 ─ ─ ─ ─ 2nd 1 3 ─ ─ ─ ─ 3rd 2 3 2 ─ ─ ─ 4th 2 4 3 ─ ─ ─ 5th 2 4 3 ─ ─ ─ 6th 2 4 3 ─ ─ ─ 7th 2 5 4 2 ─ ─ 8th 2 6 4 2 ─ ─ 9th 2 6 4 2 ─ ─ 10th 3 7 4 3 ─ ─ 11th 3 8 4 3 ─ ─ 12th 3 8 4 3 ─ ─ 13th 3 9 4 3 2 ─ 14th 3 10 4 3 2 ─ 15th 3 10 4 3 2 ─ 16th 3 11 4 3 3 ─ 17th 3 11 4 3 3 ─ 18th 3 11 4 3 3 ─ 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 4

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Defensive Aura Starting at 7th level, You can use your magic power to protect yourself and his companions in the battlefield. Whenever you summon and are wielding your magic shield, you and any ally in 10 feet of the Conqueror gain +1 to their AC. At 15th level the range becomes 15 feet. Aiding Shield At 10th level, you have gained the ability of using your own magic shield as temporary help for your allies. As a reaction, whenever a ally at 10 feet is hit by an attack, you can create a copy of your shield that protects your companion and gives him a +3 to his AC for that attack. Enchanted Energy Starting at 10th level, you learn the Spiritual Weapon spell. Magic Resilience Beginning at 15th level, your magical shield is able to absorb every physical damage. You gain resistance to non-magical damage if you are using your special shield. Magic Barrier Starting at 19th level, you gain advantage to saving throws against any spell and any monster's magical ability while using the Defensive Stance ability. 5