Stoneheart Guardian (5e Subclass)

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Stoneheart Guardian[edit]

Fighter Subclass

Stoneheart Guardians are the embodiment of endurance, their resolve as steadfast as granite. In battle, they are immovable objects, against which the relentless tides of enemies shatter like waves upon the shore. With fists that can break stone and a will that bends only to the mountains' timeless whispers, they protect their allies and smite their foes with the unyielding force of the earth. To stand against a Stoneheart Guardian is to challenge the mountain itself—a battle few can hope to win.

Earthbind Arms

Starting at 3rd level, you gain the ability to call forth weapons from the earth itself. As a bonus action, you can reach into the ground and pull from it a weapon made of stone or compacted earth, which can be any simple or martial melee weapon of your choice. This earthen weapon lasts for 1 minute or until you dismiss it as a bonus action. While you wield this weapon, you gain the following benefits :

  • The weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • Once on each of your turns when you hit a creature with this weapon, you can cause the ground beneath the target to grasp and hinder it, reducing its speed by 10 feet until the end of its next turn.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long res

Stonewall Resilience

At 3rd level, you embody the unyielding endurance of stone. You gain the following benefits, reflecting your deep connection to the earth's fortitude :

  • Bonus to Hit Points : Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • Earthen Toughness : As a reaction when you take damage, you can grant yourself a number of temporary hit points equal to your Constitution modifier + your fighter level. These temporary hit points last until the start of your next turn.

This embodiment of the earth's resilience serves as a bulwark against your foes, allowing you to stand firm where others might falter. You can use the Earthen Toughness feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Guardian of the Crags

By 7th level, your connection with the stone grants you and your allies protection and strategic advantages. You gain the following abilities :

  • Terrain Manipulation : As an action, you can touch the ground and cause it to reshape itself to your will. This can create a wall up to 15 feet long, 5 feet wide, and up to 6 feet high, or it can create difficult terrain in a 20-foot square area. The terrain or wall lasts for 1 minute or until you dismiss it (no action required). This feature can be used to grant cover, impede movement, or protect allies. You cannot use this feature again until you finish a short or long rest.
  • Stalwart Defense : Whenever you or an ally within 10 feet of you is targeted by an attack, you can use your reaction to grant a +2 bonus to the target's AC against that attack, representing a swift manipulation of the earth to provide momentary cover or footing.
Stonebound Ward

Upon reaching 10th level, you become deeply attuned to the protective essence of stone, manifesting it as an impenetrable barrier against harm. You gain the following abilities :

  • Stone Armor : You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, while you aren't wearing heavy armor, your Armor Class becomes 10 + your Constitution modifier + your Dexterity modifier.
  • Earth's Aegis : As a reaction when you or a creature you can see within 30 feet of you takes damage, you can use your Earthen Toughness feature without expending a use of it, granting temporary hit points to the target. Additionally, if you use this feature to grant temporary hit points to yourself, you can also use your reaction to make a melee weapon attack against the creature that damaged you.
Geomancer's Command

At 15th level, your mastery over stone and earth reaches new heights, granting you unprecedented control over the terrain. You gain the following benefits :

  • Seismic Shift : You can use your action to cause a tremor in the ground within a 60-foot radius centered on a point you can see within 120 feet of you. Each creature on the ground in that area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and isn't knocked prone. Additionally, the tremor creates difficult terrain within the area for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
  • Earthen Grasp : You gain the ability to spend one of your attacks during your Attack action to attempt to grapple a creature using the earth itself. When you do so, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested by your Fighter spell save DC (8 + your proficiency bonus + your Constitution modifier). If you succeed, the target is restrained by the earthen grasp until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Stoneheart Sovereignty

Upon reaching the pinnacle of their abilities, Stoneheart Guardians attain mastery over the very essence of stone, manifesting different aspects of their power depending on their affinity with three distinct types of stone : Granite, Obsidian, and Marble. Choose one of the following options :

Granite Aspect - Mountain's Might

You become infused with the unyielding strength of granite, granting you unparalleled resilience and power.

  • Stone's Endurance: You gain resistance to all damage except psychic damage.
  • Mountain's Wrath : Once on each of your turns when you hit a creature with a weapon attack, you can choose to deal an additional 2d8 bludgeoning damage. Additionally, the target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet away from you.
Obsidian Aspect - Shadowed Fury

You harness the sharpness and darkness of obsidian, becoming a relentless force of destruction and stealth.

  • Shadow Cloak : As a bonus action, you can shroud yourself in darkness, gaining advantage on Dexterity (Stealth) checks and becoming resistant to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
  • Razor's Edge : Once on each of your turns when you hit a creature with a weapon attack, you can choose to deal an additional 2d8 slashing damage. Additionally, the target must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of its next turn.
Marble Aspect - Guardian's Grace

You embody the beauty and purity of marble, becoming a stalwart defender and a beacon of hope for your allies.

  • Marble Armor : You gain immunity to being charmed or frightened, and you have advantage on saving throws against spells and other magical effects.
  • Beacon of Hope : As a bonus action, you can radiate an aura of protective energy in a 30-foot radius around you for 1 minute. While the aura is active, you and friendly creatures within it have advantage on saving throws against being frightened, and any creature hostile to you that starts its turn in the aura must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls against targets other than you until the start of its next turn.
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