Paladin
Base Class: Paladin

The Oath of Glass are memebers of the Holy Order of Gara, the Glass Maiden. This holy knights follow the archfey's beliefs of protecting the week and being a shield to the people, against the forces of darkness, always looking to be a beacon of hope. Acting against the Unseelie Court in the Fey Dark, or on behalf of celestials on the borders between the Material Plane an the lower planes, Glass Paladins are always the last resistance against evil.

TENETS OF GLASS

Though the exact words and strictures of the Oath of Glass vary, paladins of this oath share these tenets.

Protection. Always look to protect the weak.

Courage. Never fear to act, though caution is wise.

Beacon. Aim to be a beacon to the frail, and show them the light.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Armor of Glass

When you take this oath at 3rd level, arcane glass grows from your armor. This glass is hardened by arcane means and is used to fuel your other abilities.

Channel Divinity

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

Splinter Storm. As an action, you can shatter the glass in your armor to aid your allies. You sacrifice 1 point of AC for every 10ft. of radius you wish to be affected, with a maximum of 3. Every foe who start it's turn in that area suffers 1d4 of piercing damage. Every ally starts it's turn there adds +1 to their AC until the start of their next turn. This effect lasts 1 minute, until dismissed as a free action or the caster loses concentration as if concentrating on a spell.

Shattering Spear. As an action, you can throw a spear made of pure crystal to a target within 60ft of you. If it hits, the target suffers 2d8 piercing damage and any creature within 10ft of the target must succeed a Dexterity saving throw or suffer 2d6 piercing damage, taking half damage in a saccuess.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Vitrified Edge

At 7th level you gain the power to embue your ally's weapons with your arcane glass. As a bonus action you can touch a weapon and grant it a bouns to damage equal to your Charisma Modifier. You can sacrifice AC points to add an equal amount over that. This effect lasts 1 minute. You can do this once before a short or long rest.

Blinding Mirrors

Beginning at 15th level, you can summon a glass shield to protect your allies. As an action, you can place a 5ft x 5ft shard of glass that grant's half cover to Medium creatures and three quarter cover to Small creatures. As a bonus action on later turns, you can attempt to blind any creature in a 15ft x 5ft line in front of it (you choose the direction they face when you summon them). The targeted creatures must succed on a Constitution saving throw or be blinded until your next turn. You can only attempt this as many times as your Charisma modifier.

Avatar of Glass

At 20th level, as an action, you can become an avatar of glass. For 1 minute, you gain the following attributes:

Aura of blinding. Whenever an enemy creature starts its turn a 30ft radius centered on you it must succed a Constitution saving throw or be blinded until their next turn.

Crystal Flesh. Your abilities that cost AC are cast at maximum cost without the need to expend any AC. You also are immune to being blinded and resistant to non magical piercing and slashing damage.

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

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