Paladin
Base Class: Paladin

Paladins of the Mason stand between the wilds of the world and the borders of civilization. They keep the peace within the city and protect its citizens from those who would sully it with crime and warfare. Above all else they must realize that the buildings and walls are nothing without the people living within them. Honor and mercy know no station or title; they are given freely to those who deserve it.

These are the Tenets of the Oath:

Strengthen Your Foundation: You build yourself up to better protect those around you. A strong base of principles and discipline can weather any storm or hardship.

Give Sanctuary: Know that what you build is not solely for yourself, but also for the needy and less fortunate around you. You help those who you can, and work to better the area around them.

Protect Your House: Those who are under your protection are your family. If someone crosses your kin, they will bear your wrath as well.

Channel Divinity

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

Armor of Glass. As an action, you can conjure swirling magical glass which protects you and lashes out at attackers. You gain a number of temporary hit points equal to your paladin level + your Charisma modifier (with a minimum of +1). While you have these temporary hit points, whenever a creature moves into or starts its turn in a square adjacent to you it takes magical slashing damage equal to your Charisma modifier (minimum 1 damage). If a creature hits you with a melee attack while you have these temporary hit points, you can use your reaction to deal 5 points of magical slashing damage to it. You may choose for any number of creatures to be immune to this ability. This effect lasts for 1 hour, until the hit points are expended, or until you dismiss it.

When you reach 9 level, increase the slashing damage caused by this ability by 5 (5+CHA and 10 respectively). At 17 level increase the damage by another 5 (10+CHA and 15 respectively).

Cobblestone Speaker. As an action, you can commune with the cityscape around the area. This can impart local knowledge to you or help the city itself fight back against your enemies. If you are in an urban environment (at the DM’s discretion), treat this as the speak with plants spell, but can only be used on any of the surrounding architecture or streets in the area. This ability also allows you to magically communicate with constructs instead of plants per the spell so long as they are made of stone, metal, or glass.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

City's Protection

Starting at 7 level, you gain a shroud of loose stone and glass that surrounds the area around you. This aura can be toggled as a bonus action, but is always active at the start of initiative. Whenever an ally within 10ft of you is hit by a weapon attack, you can use your reaction to increase their AC by your Charisma modifier (minimum of +1). While you are in an urban environment (at the DM’s discretion) if the attack still hits, you deal 5 points of magical slashing damage to the attacker if they are also within the aura.

At 18 level the range of the aura increases to 30 feet and the slashing damage increases by 5.

Builder's Resolve

Beginning at 15th level, you are always under the effects of a limited version of the sanctuary spell. When you attack or cast a spell that affects an enemy creature, this ability is halted until the end of your next turn. When a creature succeeds on their Wisdom save from this spell, they are unaffected by it for 24 hours.

In addition, while in an urban environment (at the DM’s discretion), your Lay On Hands ability can be used on objects and constructs, and you double the duration of any non-instantaneous spell you cast from your Oath Spell list.

Zeitgeist

At 20th level, as an action, you can channel the power of the city itself into your being, becoming wreathed in the collective consciousness of its citizens and imparted nearly complete control of the urban landscape. You gain the following benefits for 1 minute:

  • You gain resistance to all weapon damage.
  • You automatically succeed on any concentration checks you make when taking damage.
  • You may move through any walls or barriers made of stone, glass, or any metal. Treat any area that you pass through as under the effects of the passwall spell until this ability ends.

Once you use this feature, you can’t use it again until you finish a long rest.

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