Stonelord (5e Class)

From D&D Wiki

Jump to: navigation, search

Stonelord[edit]

The stones are the image of stability and constancy, remaining unchanged for years on end, enduring the changes in the environment, the fury of the elements. For this resilience, they are used to build walls, buildings and statues that will outlive its creators and many generations ahead. An they also keep secrets, only revealed to those who are willing to listen.

Some of those who seek the secrets contained in the stones are the Stonelords, warriors who can draw the magical power contained in the primordial stones, opening their awareness to the elements in order to comprehend them, and ultimately control them. Stonelords use the power of stone to increase their own resilience, to break and bend those around them and to build and reform the world around them, and to endure as the very stone they control.

Creating a Stonelord[edit]

When creating a stonelord, ask yourself when did you hear the call for this secret power. Did you isolate yourself in order to achieve awareness and connection with this power trough solitary meditation? Did you learn this power from an order or master? Have this power been granted to you by a powerful elemental? Or perhaps this power runs trough your blood, due to a elemental or giant heritage.

Quick Build

You can make a Stonelord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Hermit background.

Class Features

As a Stonelord you gain the following class features.

Hit Points

Hit Dice: 1d12 per Stonelord level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Stonelord level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Mason's tools
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Athletics, History, Insight, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shield and a warhammer or (b) two martial weapons
  • (a) a greatclub or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a leather armor, mason's tools and a sling

Table: The Stonelord

Level Proficiency
Bonus
Features
1st +2 Stone Armor, Stone Heart
2nd +2 Fighting Style, Rock Wall
3rd +2 Path of the Stone
4th +2 Ability Score Improvement
5th +3 Extra Attack, Stone Magic
6th +3 Stone Soul
7th +3 Path of the Stone Feature
8th +3 Ability Score Improvement
9th +4 Diamond Resilience
10th +4 Path of the Stone Feature
11th +4 Earthen Grasp
12th +4 Ability Score Improvement
13th +5 Path feature
14th +5 Shield of Stone
15th +5 Everlasting Mountain, Path of the Stone Feature
16th +5 Ability Score Improvement
17th +6 Stone Skin
18th +6 Path of the Stone Feature
19th +6 Ability Score Improvement
20th +6 Stone body

Stone Heart[edit]

At 1st level, you can add your Constitution modifier, instead of your Dexterity, to your AC while unarmored or wearing light or medium armor.

In addition, you learn how to cast the cantrips magic stone and mold earth.

Some of your features and spells require a saving throw or a spell attack bonus. You calculate those as follows:

Spell Save = DC 8 + your proficiency bonus + your Wisdom modifier.
Spell attack bonus = your proficiency bonus + your Wisdom modifier.

Stone Armor[edit]

At 1st level, you can coat your body in stone using your bonus action. When you do so, you gain a number of temporary hit points equal to your Wisdom modifier + half your Stonelord level. All creatures of your choice within 5 feet of you when you summon the armor are pushed 5 feet back.

Finally, if a creature within 5 feet of you reduce your stone armor to 0 hit points, you cause bludgeoning damage to that creature equal to your Stone Armor maximum. Alternatively, you can use your reaction to cause damage to that creature equal to your level + your Wisdom modifier instead.

You can use this ability a number of times equal to your Wisdom modifier, and regain your uses after completing a long rest.

Rock Wall[edit]

At 2nd level, you can use your bonus action to raise temporary barriers around a creature. Once in each of your turns you can cause one creature within 30 feet to gain the benefits of half cover, lasting until the start of your next turn.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

You can use your Rock Wall as part of the same bonus action used to make this second attack.

Stone Magic[edit]

At 3rd level, you can use your connection with stones to a greater degree. You can spend your uses of Stone Armor to mimic the effects of certain spells. Below are shown in which level you can cast the spell and how many uses of Stone Armor are necessary:

Earth Tremor. 1 use, 3rd level.
Maximilian's Earthen Grasp. 2 uses, 5th level.
Erupting Earth. 3 uses, 9th level.
Meld Into Stone: 3 uses, 9th level.
Stone Shape: 4 uses, 13th level.
Stoneskin: 4 uses, 13th level.
Wall of Stone: 5 uses, 17th level.
Conjure Elemental (Earth only): 5 uses, 17th level.

You don't need to offer material components for any of these spells, when casting using this feature, but you can only cast these spells while in contact with ground of stone or earth. If the stone is cast on an area, that area must be made out of stone or earth.

Path of the Stonelord[edit]

At 3rd level you can start to specialize your Stonelord skills. You can choose to stand tall and firm, protecting yourself and allies with the Path of the Sentinel, crush your enemies with the power and weight of stones with the Path of the Earth Crusher, or even try to reconnect with your giant heritage with the Path of the Giant Soul.

Your choice grant you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Stone Soul[edit]

At 6th level, you regain all expended uses of your Stone Armor whenever you finish a short or a long rest.

Diamond Resilience[edit]

At 9th level, whenever you are under an effect that allow you to make a saving throw at the end of your turns to end the effect, you can make the saving throw at advantage.

Earthen Grasp[edit]

At 11th level, you can summon your Stone Armor whenever you take damage, as a reaction.

In addition, when you do so in reaction to an attack from a creature within 5 feet of you, you can cause that creature to be moved 5 feet back and be restrained, causing the attack to miss.

Shield of Stone[edit]

At 14th level, when you take damage from fire, lightning, bludgeoning, piercing, slashing or poison types, you can reduce the damage taken by your proficiency bonus + your Constitution modifier, as a reaction.

Everlasting Mountain[edit]

At 15th level, you achieve the vitality of the stone. You ignore the frailty of old age, and you can't be aged magically. You can still die of old age, however, but you only age 1 year for each 10 years passed.

In addition, you no longer need food or water and are immune to poison or disease.

Stone Skin[edit]

At 17th level you are immune to critical hits. In addition, you have resistance to slashing, piercing and bludgeoning damage.

Stone Body[edit]

At 20th level you are no longer need to breathe or sleep and are immune to the paralyzed and stunned conditions.

In addition, when you start your turn and have no uses of your Stone armor left, you regain 1 use.

Stonelord Path[edit]

Path of the Earth Crusher[edit]

Earth Crushers are stone lords who use the hardness of stone to break objects and crush bones.

Rubble Smite

At 3rd level, whenever you hit a creature withing 5 feet with a melee attack while your Stone Armor have hit points, you can reduce the armor to 0 hit points. If you do so, the target takes damage equal to the amount of hit points the armor current have.

Any effects that take effect when a creature within 5 feet reduces your armor to 0 hit points also take place when you use rubble smite.

Earthen Rebuke

At 3rd level, you can awaken the earth to avenge your suffering. When a hostile creature within 5 feet hit you with an attack, you can cause that creature to take damage equal to 1d10 + your Wisdom modifier.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Siege Strike

At 7th level, you deal double damage to objects and structures.

Devastating Smite

At 7th level, you add your Constitution modifier to the damage caused by your Rubble Smite feature. At 18th level you also add your Strength modifier.

Diamond Strike

At 10th level, you can give yourself advantage on your first attack on this turn. If you do so, you lose the benefits of Diamond Resilience until the end of your next turn.

Stone Bane

At 15th level, you can choose one creature or object to reduce its durability. As a bonus action, you can force one target within 5 feet to make a Constitution saving throw. On a failed save, you cause additional 2d6 damage whenever you cause bludgeoning damage to that creature.

You can't have more than one creature targeted by stone bane at the same time. This effect lasts for 1 minute or until you are knocked unconscious or take any damage that is not reduced by your Stonelord abilities.

Stone Wrath

At 18th level, you can unleash all the power of earth using your action. This wrath lasts for 1 minute, and for the duration you gain the following benefits:

  • You deal additional 2d8 damage with your attacks.
  • Your Stone Armor reforms at the start of each of your turns, without spending or uses and with no action required
  • When a creature enters the area within 5 feet of you for the first time or start its turn there, you can force it to make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to your Stonelord level and is pushed 5 feet back.

You can't use this ability again until the end of your next turn.

Path of the Stone Sentinel[edit]

Stone sentinels are stonelords who share the defensive properties of the stones they control with their allies.

Expeditious Defender

Starting at 3rd level, whenever a creature within 30 feet of you is hit by an attack you can use your reaction to move towards that creature, up to your movement speed. If you end your movement within 5 feet of the creature, you can cause the attack to target you instead.

You can also conjure the Stone Armor as part of the same reaction.

Stone Buckler

At 3rd level, whenever you summon your stone armor, you can choose one friendly creature within 30 feet to receive a magical stone buckler. That creature gain temporary hit points equal to half your Stonelord level (rounded down).

Earth Glide

At 7th level, you can use your bonus action to teleport to a place you can see within 30 feet. Both places must be connected by stone, earth or similar material.

Before or after you teleport, all creatures of your choice within 15 feet gain 10 temporary hit points, and you can move them 10 feet to any direction.

Earthen Protection

At 10th level, you can use your bonus action to summon a protective shield of earth around a creature within 30 feet of you. While the creature remains within 30 feet, that creature gains temporary hit points equal to your Wisdom modifier at the start of your turn.

The creature loses these temporary hit points if you choose another creature to protect with this ability.

Stone Bulwark

At 15th level, whenever a creature within 30 feet takes bludgeoning, piercing or slashing damage from non-magical sources, you can use your reaction do reduce that damage to half and give resistance to these damage types until the start of your next turn.

In addition, you gain a burrow speed equal to your walking speed.

Sentinel Form

At 18th level, you can assume your sentinel form for 1 minute, using an action. You gain the following benefits while in the sentinel form:

  • Any friendly creature that start its turn within 30 feet of you gain temporary hit points equal to your Wisdom modifier.
  • The area within 30 feet of you becomes difficult terrain to hostile creatures.
  • Any hostile creature that start its turn within 30 feet of you take bludgeoning damage equal to your Wisdom modifier.
  • You can use your bonus action in each of your turns to give one ally protection from attacks. All attack made against that ally have disadvantage until the start of your next turn.

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

Path of Giant Soul[edit]

Giant souls are stonelords who descend from the stone giants, and train to awaken this power on themselves.

Giant Growth

At 3rd level, when you summon your Stone Armor, you gain the benefits of the enlarge portion of the enlarge/reduce spell, without requiring concentration. The benefit lasts while you have at least 1 temporary hit point granted by the Stone Armor.

Jotun Strength

At 3rd level, once per turn when you hit a creature with an attack, you can force that creature to succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed 15 feet back.

In addition, the range of all your thrown attacks is doubled, and any weapon gain the thrown (15/30) property.

Giant's Power

At 7th level, you gain proficiency in Constitution saving throws.

In addition, whenever you make a Strength and Constitution check or saving throw, you can use your reaction to give yourself a bonus to the check equal to your Constitution modifier.

Overwhelming Might

At 10th level, whenever you use your Jotun Strength on a creature, that attack ignores resistances and immunity to non-magical damage.

In addition, the target takes 1d12 additional damage from the weapon's type on a failed save, or half as much on a success.

Mountain's Son

At 15th level, you gain tremorsense up to a range of 60 feet. In addition, your size permanently becomes large.

Son of Ostoria

At 18th level, you can use your action to awaken your giant heritage for 1 minute. You gain the following benefits:

  • Your AC increases in +2.
  • Your size becomes huge, if its lower, and you gain 5 feet of reach.
  • You have advantage on Strength checks and saving throws.
  • You gain temporary hit points equal to half your maximum hit points.
  • Your walking speed increases by 5 feet.
  • You add your Constitution modifier to the damage of all your melee weapon attacks.

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

Path of the Stone Curse[edit]

Followers of the path of the stone curse can draw from the stone the disadvantages of stone immobility, and even petrify their targets with the stone curse.

Petrifying Touch

Starting at 3rd level, once per turn when you hit a creature with a melee weapon attack, that creature can't take reactions until the end of its next turn. If the attack is a critical, the creature is paralyzed. At 10th level, the creature is paralyzed on a roll of 19, and paralyzed for 1 minute on a roll of 20. A creature paralyzed for 1 minute can make a Constitution saving throw at the end of each turn to end this effect. If the creature is paralyzed for the full 1 minute duration, the creature is indefinitely petrified.

Dazing Strike

Also at 3rd level, when you hit a creature with an opportunity attack, all attacks against that creature are made with advantage and that creature have disadvantage on Dexterity saving throws until the end of its next turn.

Slowing Strike

At 7th level, when a creature within 5 feet of you hit you with an attack, you can use your reaction to make an opportunity attack against that creature. On a hit, its movement speed is halved until the end of its next turn.

Temporary Petrification

At 10th level, you can cast a special version of the hold person spell, using an action. This special version petrify the target, instead of immobilizing it, and last until the end of your next turn. You can cast this spell as a bonus action.

Improved Slowing Strike

At 15th level, whenever you hit a creature with an attack, that creature's movement is reduced to half until the end of its next turn. You can't target the same creature twice on the same turn. In addition, now your Slowing Strike as a reaction reduces the target's speed to 0.

In addition, you can spend 5 uses of your Stone Armor to cast Flesh to Stone. Once you do so, you can't do it again until you finish a long rest.

Stone Curse

At 18th level, you can use your action to place your Stone Curse on a creature you touch. The target must succeed on a Constitution saving throw. For the next minute, the target suffer with the following effects on a failure:

  • The target eyes petrify, and the target is blinded for the duration, gaining blindsight up to a range of 15 feet, unless it already has a greater blindsight radius.
  • The can make one attack less than its normal amount. If the target can make only one attack per turn, that attack have disadvantage.
  • The target's movement speed is reduced to half. If the target is normally able to climb, swim or fly, it loses those movement speeds.
  • The target's gain vulnerability to thunder and bludgeoning damage for the duration.
  • A critical hit with thunder or bludgeoning damage causes maximum damage, instead of rolling.

Once you use this ability successfully, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Stonelord class, you must meet these prerequisites:13 strength and 13 constitution

Proficiencies. When you multiclass into the Stonelord class, you gain the following proficiencies: Light,medium,heavy armour and shields. Simple and Martial weapons.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: