Base Class: Paladin
TENETS
The tenets of the Oath of the Crystalline Guardian drive a paladin to protect their kin and their society.
Rampart Against Chaos: You are the shield against
destruction. You protect those that cannot protect
themselves.
Preserve the Order: Rapid change brings chaos. Chaos is
the small imperfection that breaks the whole. Never let chaos
infiltrate your beliefs or your society.
Withstand the Pressure: It's under the highest of
pressures that the sturdiest gems form. When others falter
and turn away, you will embrace the difficulty. Where other
stones and people shatter, you remain unbroken.
Oath Spells
You gain the following spells at each level
CRYSTALLINE GUARDIAN SPELLS
Paladin Level Spells
3rd sanctuary, shield of faith,
5th sacrificial shield, warding bond
9th magic circle, spirit guardians
13th death ward, resilient sphere
17th hallow, wall of force
Channel Divinity
- Protective Barrier: You can use your Channel Divinity to defend the helpless, As a reaction to an ally creature (other than you) taking damage, you can cover them in a defensive crystal. They take half as much from the triggering damage, the crystals absorbing the rest of the blow.
- Shunt Magic: You can use your Channel Divinity to confine magic with divine power. As an action choose a creature within 30 feet of you, if it is non-willing it must succeed on a Wisdom saving throw. On a failure, or if it is willing, any spells affecting it are quarantined While they are quarantined, these spells and magical effects are considered over. After 1 minute the quarantine ends and the spells come back. If spells that require concentration are quarantined, the concentration starts again the moment the quarantine ends, without having the quarantine time counted against the duration. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You need to concentrate on this Channel Divinity as you would concentrate on spell.
Aura of Preservation
At 7th level, you and allies that start their turn within 10 feet of you, or enter that area the first time on their turn, gain a number of temporary hit points equal to your Charisma modifier. These temporary hit points last until the start of the creatures next turn.
At 18th level, the range of this aura increases to 30 feet.
Sturdy Body
Starting at the 15th level, your body becomes covered in a layer of protective crystal, your AC increases by 1 and you have resistance to piercing and slashing damage from nonmagical weapons. You can choose to give up these benefits and gift them to a creature of your choice as an action by touching them. This effect lasts for 8 hours or until you recover them. by touching that creature again as an action
Unbreakable Guardian
At 20th level, you gain the ability to harness extraordinary defensive capabilities. As an action, you can magically become an avatar of protection, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- As a reaction to an ally creature within 30 feet of you taking damage, you teleport and exchange places with them, taking the damage instead. The ally reappears at the location you just left.
- You regain a number of hit points equal to your paladin level + your Charisma modifier at the start of each of your turns
Once you use this feature, you can't use it again until you finish a long rest.
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