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## Glasswalker Glasswalkers are masters of urban thievery who manipulate the nature of their own bodies, as well as ambient light for both fun and trickery. ### Glasswalk Beginning at 3rd level you learn to magically transform your body into a glass-like substance capable of melding with similar substances and refracting light. As a bonus action, you may begin Glasswalking for up to 10 minutes. While Glasswalking, you gain the following abilities: - You have vulnerability to bludgeoning and thunder damage as well as resistance to acid and piercing damage. - When you move, you and your equipment may pass through entirely crystalline objects or structures, such as windows or ice as if they were difficult terrain. If you end your turn inside an object, you are moved to a location within 5 ft of the object, taking 1d10 force damage for every 5 feet moved. - You may activate Refractive Radiance once per activation of Glasswalk without expending a use of it. You may cease Glasswalking on your turn (no action required). You may Glasswalk a number of times equal to your Wisdom modifier. You regain use of this feature upon completion of a long rest. ### Refractive Radiance Additionally at 3rd level you learn to redirect and refract light by partially crystallizing your body. While standing in bright or dim light you may use your action to produce colorful yet harmless flashes of light. You may use this ability to project images of your choice onto a surface that you can see within 30 feet. As an action while standing in bright or dim light, you may attempt to blind nearby creatures. Each creature that can see you within 15 feet must succeed on a Constitution saving throw or be blinded until the end of your next turn. The DC equals 10 + your Wisdom modifier + your proficiency bonus. Allied creatures have advantage on this saving throw. You may attempt to blind creatures in this way a number of times equal to your Wisdom modifier. You regain expended uses of this ability upon completion of a long rest. ### Molded Digits Beginning at 9th level, you learn to manipulate your body into precise crystalline shapes. As an action, you may transform one of your hands into a weapon with the **light** and **finesse** properties, thieves' tools, or a small object such as a spoon, quill, figurine, or other tiny object that could logically be made entirely of glass. While transformed, that hand becomes the item in question, though you may use it as if you were holding it in that hand. It can not be thrown or used by anyone other than you, nor can you be disarmed of it. You may transform the hand back into a hand at any time (no action required). \columnbreak
### Glasswalking Mastery Beginning at 13th level, you no longer have vulnerability to bludgeoning damage when Glasswalking. You regain all expended uses of Glasswalk upon completion of a short or long rest. ### Internal Radiance Additionally beginning at 13th level, you may use a bonus action to begin to produce dim light from your body out to 15 feet. Alternatively, you may produce this light as part of the same action as activating Refractive Radiance or the same bonus action as beginning to Glasswalk. You may cease glowing at will (no action required). ### Crystalline Cocoon Beginning at 17th level, you may merge with crystal for extended periods of time. You may cast *Meld Into Stone*. Instead of merging with stone, you may only merge with crystalline substances (such as glass, ice, or gemstones). The surface or object may be smaller than your body, but no smaller than a large pebble. You regain use of this feature upon completion of a short or long rest.
> - Kaya, Bane of the Dead (Stained Glass) by Magali Villeneuve >