Path of the Whistling Stones (5e Subclass)

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Path of the Whistling Stones[edit]

A lone stone marks the path.
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Barbarian Subclass

The Stonecarver clans can be found in any area dense with natural rocks. They build mighty but simple stone walls and lead minimalistic lives, often worshipping mineral-oriented powers or the spirits within stones themselves. They care not for warfare, but are highly territorial. Most clans will give the courtesy of a warning shot to intruders before unleashing a hail of deathly whistling rocks.
Faithful members of the clans can hear the whispers of stones. They tell ancient tales of being crushed and pressed up over aeons, of swimming and glowing beneath the world's surface, of the deep solitude of soaring through the cosmos, or being once a thousand suits of armor under the sea, or the trunk of a proud tree, or the knee of some great beast. Clan members often find themselves yearning to journey out and find unfamiliar stones so they might hear their tales.

Primal Masonry

Starting when you choose this path at 3rd level, you gain proficiency with Mason's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. With access to several stones of varying densities, you can perform a 1 hour ritual to create a set of stone Mason's tools, which may coincide with a short or long rest. With Mason's tools in hand, you can also use this ritual to create any tool with which you have proficiency that could reasonably be made in such a manner.

When a creature rolls a natural 1 on a check to use stone Artisan's tools, they break.

Stone's Throw

Additionally at 3rd level, you gain proficiency in the use of rocks as weapons. A suitable rock weighs about 3 lbs. and is smooth enough to handle comfortably. It counts as a simple melee weapon for you, deals 1d4 bludgeoning damage on a hit, and has the thrown property (range 20/60). In addition:

  • You can grab a rock within reach as part of an attack you make with one.
  • You can add your Rage Damage to the damage of ranged attacks using rocks.
  • If you have at least one free hand when you make an attack with a rock, it deals 1d6 bludgeoning damage instead.

When you reach 9th level in this class, your critical hits with thrown rocks can also benefit from your Brutal Critical feature.

Sigil Stones

Beginning at 6th level, you can tap into the latent spirit within stones. With Mason's tools in hand, you can perform a 1 hour ritual to carve magical sigils on rocks to draw out their power, which may coincide with a short or long rest. You carve sigils into a number of available rocks up to your Strength or Constitution modifier (your choice) plus your proficiency bonus, and you can have a number of active carved rocks up to 2 times your Barbarian level. Whenever a carved rock is more than 200 feet away from you, the carvings fade away and it loses its special properties. Attacks made using carved rocks count as magical for the purpose of overcoming resistance and immunity to nonmagical damage, and you always know the exact location of your carved rocks while they are within 100 feet of you.

World's Echo

Additionally at 6th level, you can make an attack with a rock as part of the same bonus action used to enter your rage, and you may deal an additional 1d4 damage on any hit made using a rock during your rage. If the rock is carved, the bonus damage increases to 1d6. Once you deal this extra damage, you cannot do so again until the beginning of your next turn. The bonus damage is magical, and you may choose any damage type except force when you gain this feature according to the location of your clan.[1]

When you spend the entirety of your long rest within 5 feet of a stone whose memory would provide a different damage type, you may change this feature's damage to that type at the end of the long rest by meditating on the stone's tales. This change lasts until the end of your next long rest unless you continue to rest with that stone. You generally cannot hear the the low groans of any stone greater than 50 feet long on a side, and a diamond worth 1000g or more sings just loud enough to hear the fine telling of tremendous primordial force.

Titan's Throw

Starting at 10th level, you can call upon the might and technique of Titans in battle. As an action, you lift a piece of stone weighing between 5 and 20 pounds within reach and launch it using a particular ancient stance. The object flies in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If it would strike a creature, that creature must make a Dexterity saving throw. The DC for the saving throw is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the object strikes the target and stops moving, dealing 6d6 bludgeoning damage to the target and itself. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You may expend additional available uses when you take this action to deal an additional 2d6 damage of the type associated with your World's Echo feature for each use consumed. Forcing a hostile creature to make a saving throw using this action counts as an attack for the purpose of sustaining your rage.

In addition, rocks you carve now have a normal range of 30 feet and a long range of 120 feet, and you have a +1 bonus to their attack and damage rolls.

Earth Call

Beginning at 14th level, you can call upon the finest rock throws of your ancestors to rain down upon foes. You can cast conjure volley using a thrown rock as the spell's material component, and your rage does not prevent you from casting it. It uses Strength as your spellcasting ability, and you cannot cast the spell again until you finish a short or long rest. If you use a carved rock, you may have any number of the spell's damage dice deal damage of the type associated with your World's Echo feature instead.

In addition, your bonus to attack and damage rolls using your carved rocks increases to +2, and you can use a bonus action to recall one of your carved rocks to an empty hand if it is within 100 feet and has an unobstructed path towards you.

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  1. Where the common mountain or earthquake clans will know the thunderous grinding of the world itself, a volcanic clan may be able to partially melt their rocks. Stones may carry the memory of slicing winds, piercing droplets, breaking waves, a thousand lightning storms, a winter that never ends, bending and breaking the dim light of cave worms, salting the land, the scars of corrosion, the horror of decay and petrification, the psychotic terrors of ancient, dead civilizations, and more.
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