Stonestepper (5e Subclass)
Stonestepper[edit]
Rogue Subclass
Most rogues prefer to compare themselves to things that are quiet, that flow, that slither. Water or shadows or the wind. But there are those who know the advantage of a more solid path. Stonestepper Rogue's are rogues who have taken advantage of earthen elemental magic, and put it to good use, helping themselves open passageways through solid stone, distract pursuers with a sudden sandstorm, or steeling themselves against someone trying to knock them down.
- An Iron Fist
When taking this archetype at 3rd level, you gain access to earthen magic, and the Stonestepper spell table (see bottom of page). You learn the cantrips Magic Stone and Mold Earth and may cast them at will.
(NOTE: Earth element magic is quite limited, to the point where there is only 1 first level spell that fits the theme for this subclass. Because of this, it is recommended that those who use this subclass look into appropriate homebrew spells (with DM discretion))
- Spell Slots
The Stonestepper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Earth Tremor and have a 1st-level and a 2nd-level spell slot available, you can cast Earth Tremor using either slot.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Stonestepper spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- On Solid Ground
Also starting at 3rd level, you can summon stone to grow up your legs and hold you in place. As a reaction, you may roll with advantage to save against being knocked prone, or when a spell or creature tries to knock you back or otherwise out of your current space.
- POCKET SAND!
Starting at 5th level, you can always find a handful of sand and tiny pebbles in your pockets. As a bonus action you may throw this sand in the face of a creature within 10ft, forcing them to make a Constitution saving throw against your spellsave DC. On a failed save, they are blinded until the end of your next turn. You may do this once per short rest. Once you reach 10th level, your ability to control earth and sand increases the reach of this ability up to 30ft.
- Thick Skinned
Starting at 8th level, you are immune to petrification, are not slowed by difficult terrain, and your AC is increased by your Constitution modifier.
- Darude Sandstorm
Starting at 13th level, as an action, you summon a swirling sandstorm in a 15ft radius around yourself, disappearing and reappearing in another sandstorm within 100ft. Creatures caught within these sandstorms must make a Constitution saving throw against your Spellsave DC. On a failed save, they take 8d4 bludgeoning damage and are knocked prone. On a success they take half damage and are not knocked prone. This ability can be used a number of times equal to your Wisdom modifier per long rest.
- Crystallize
By 17th level, you have become a master of geomancy. You can summon a second skin of stone and crystal to cover your body. You may use this ability once per long rest. While in this state, you have the following effects:
- Your crystal "skin" has a set health equal to your Constitution ability score x10. Once this health reaches 0, the crystal shatters, and all creatures within 20ft must make a Dexterity saving throw. On a failed save, they take 12d8 piercing damage. On a success they only take half damage.
- You are resistant to acid, cold, fire, force, lightning, necrotic, poison, radiant, and thunder damage.
- Your speed is increased by 20ft.
Level | Spells Known | 1st lvl spell slots | 2nd lvl spell slots | 3rd lvl spell slots | 4th lvl spell slots | 5th lvl spell slots | 6th lvl spell slots |
---|---|---|---|---|---|---|---|
3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 |
4 | 5 | 2 | 0 | 0 | 0 | 0 | 0 |
5 | 5 | 3 | 0 | 0 | 0 | 0 | 0 |
6 | 5 | 3 | 1 | 0 | 0 | 0 | 0 |
7 | 6 | 3 | 2 | 0 | 0 | 0 | 0 |
8 | 6 | 4 | 2 | 0 | 0 | 0 | 0 |
9 | 7 | 4 | 2 | 1 | 0 | 0 | 0 |
10 | 7 | 4 | 3 | 1 | 0 | 0 | 0 |
11 | 7 | 5 | 3 | 2 | 0 | 0 | 0 |
12 | 8 | 5 | 3 | 2 | 0 | 0 | 0 |
13 | 8 | 5 | 3 | 3 | 1 | 0 | 0 |
14 | 9 | 5 | 3 | 3 | 1 | 0 | 0 |
15 | 9 | 5 | 4 | 3 | 1 | 0 | 0 |
16 | 9 | 6 | 4 | 4 | 2 | 0 | 0 |
17 | 10 | 6 | 4 | 4 | 2 | 1 | 0 |
18 | 10 | 6 | 4 | 4 | 2 | 1 | 0 |
19 | 11 | 7 | 5 | 4 | 3 | 1 | 1 |
20 | 12 | 7 | 6 | 5 | 3 | 2 | 2 |
Level | Spells |
---|---|
1st level | Earth Tremor |
2nd level | Earth Bind, Heat Metal, Maximillian's Earthen Grasp |
3rd level | Erupting Earth, Galder's Tower, Meld into Stone, Wall of Sand |
4th level | Stone Shape, Stoneskin |
5th level | Commune with City, Passwall, Transmute Rock, Wall of Stone |
6th level | Bones of the Earth, Flesh to Stone, Investiture of Stone, Move Earth
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