Oath of the Unbowed

Some paladins have seen the great darkness that ever encroaches upon the world firsthand, and know that there can be no weakness within themselves if they are to stand against it. These paladins have devoted themselves to the utmost personal strength of will. These paladins are known variously as the Iron-Willed, Immovable Knights, or the Uncompromising. Those who take the Oath of the Unbowed do not do so lightly, for they stand as the first line of defense when the armies of darkness rise and the time of war is upon them.

Tenets of the Unbowed

Very few paladins take the Oath of the Unbowed, and those who do typically set the tenets for themselves as they swear it. However, each follows a few almost universal guidelines.

Uncompromising It does not matter what the enemy does; they must be destroyed. Mercy has no place amidst those who do not show it themselves.

Immovable. One must stand against the ever-encroaching darkness that is one's enemy. There is no running, no retreat. Fight, or die.

Unbent. All must face their trials--you more so than most. You must face these trails head on and you cannot compromise who you are or what you stand for.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Unbowed Spells

Paladin Level Spells 3rd heroism, shield of faith 5th warding bond, blur 9th spirit guardians, crusader's mantle 13th fire shield, death ward 17th circle of power, flame strike

Channel Divinity

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

Turn the Tide. You can use your Channel Divinity to harness the power of your enemies attack against you. When you take damage from an attack, you can use your reaction to reduce the damage by half and surround yourself with an aura of radiant light. The next time you hit a creature with a melee weapon attack, the aura disappears, and you deal an additional 1d10 of fire or radiant damage (your choice) for every 10 points of damage you would have sustained (minimum 2d10). (For example, if you sustained 21 points of damage, you reduce it to 11, you deal an additional 2d10 fire or radiant damage; if you sustained 31 points of damage, you deal an additional 3d6.)

Art Credit: Templar by Odobenus

You're Locked In Here With Me. You can use your Channel Divinity to strike fear into the hearts of those who wield it as a weapon. Whenever a creature within 30 feet of you uses a spell or other feature that causes another creature to become charmed or frightened, you can give the target advantage on their saving throw against it. Furthermore, the creature attempting to frighten or charm must make a Wisdom saving throw, or become frightened of you. Creatures that are immune to being frightened succeed on this saving throw automatically.

This radius increases to 60 feet once you reach the 18th level.

Unconquerable Will

Starting at 7th level, your raw willpower grants you and your allies the ability to shrug off even the most potent of poisons and blights. When you or an ally within 10 feet of you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. The radius of this Aura increases to 30 feet at 18th level.

In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Immovable Might

Starting at 15th level, your strength of will prevents others from moving you. You are immune to any effect that would physically move you against your will, such as a dragon's wing attack or the gust of wind spell. You can still be moved by effects that cause you to be controlled, such as being charmed.

In addition, you cannot be restrained while you are not incapacitated, and you have advantage on all effects that would restrict your movement (Paralyzed, Prone, Grappled, Stunned,etc)