Path of the Stone Warden (5e Subclass)
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Path of the Stone Warden
Some barbarian cultures revere the hills and mountains for their solid, unyielding nature. Winds may howl, storms may rage and fires may scorch the forests for miles around, but the mountain endures, unbowed and indifferent in the face of nature’s fury. Those who walk the path of the stone warden seek to emulate the mountain’s solid and impregnable nature by forging a primal link with the land itself, transforming themselves into stone-encrusted juggernauts as they rage.
- Stone Crust
At 3rd level, your link to the land causes a layer of flexible stone to cover your body like a second skin when you enter your rage. While raging, you have advantage on saving throws against being petrified and you gain a +2 bonus to your Armor Class if you aren’t wearing any armor. This bonus increases when you reach certain levels in this class, increasing to +3 at level 6, +4 at level 10, and +5 at level 14.
- Stone's Grasp
Also at 3rd level, you can command the earth to rise up and restrain your enemies. While raging, you can use a bonus action to force a creature within 30 feet of you that is standing on solid ground and that you can see to make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is restrained until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t restrained. The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.
- Stone Ward
At 6th level, you can command the earth to rise up, shielding your allies from harm. If you are raging and a creature within 30 feet of you that is standing on solid ground and that you can see is subjected to an effect that allows it to make a Dexterity saving throw to take half damage, you can use your reaction to make a nonmagical wall of solid stone spring up in front of the creature before it makes its saving throw. The wall is 5 feet tall, 5 feet wide and 1 foot thick, and grants the creature the benefit of three-quarters cover for its saving throw.
Once the saving throw has been resolved, the wall disappears.
- Stone Shaper
At 10th level, your link to the land deepens, allowing you to manipulate earth even when you aren’t raging. You learn the mold earth cantrip and can cast it at will.
Additionally, you can cast earth tremor or erupting earth without using a spell slot or material components. Wisdom is your spellcasting ability for these spells. Once you have cast either of these spells, you cannot use this feature again until you finish a short or long rest.
- Stone Sense
Also at 10th level, you can detect subtle vibrations in the ground that betray the movements of your foes. You gain tremorsense to a range of 30 feet. You no longer need to see a creature in order to use Stone’s Grasp or Stone Ward as long as that creature is within your tremorsense range.
- Stone Mountain
At 14th level you gain the ability to root yourself in place, becoming an unflinching avatar of the mountains. While raging, you can use a bonus action to transform yourself into an immovable object. Until your rage ends, your speed drops to 0, you gain immunity to the petrified and prone conditions, and hostile creatures cannot push, pull, or otherwise move you out of your current space by any means. Additionally, the range of your Stone’s Grasp and Stone Ward features increases to 60 feet.
Once you have used this feature, you cannot use it again until you finish a long rest.
- Xanathar's Guide to Everything, p.162-163
- ibid., p.155
- ibid, p.155