Revised Stone Sorcerer

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Stoneheart (Revised Stone Sorcerer)

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stoneheart sorcerers have a natural affinity for combat. A stone hammer feels like a natural extension of your body, and you have a knack for wielding weapons and magic in unison. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and control of earth and steel to overwhelm your foes.

Stoneheart Quirks

d6 Stoneheart
1 When you touch objects made of a stone and metal you leave behind a print of your hand for a few seconds.
2 You often lose track of conversations as you're distracted by the movements of the earth deep below you.
3 You collect beautiful gems and polished stones. Sometimes you absentmindedly chew on them.
4 You often become so still that people forget you're there and mistake you for a statue.
5 You're slow to anger, but once enraged nothing will stop the rolling boulder.
6 You feel uncomfortable when you don't have earth or stone under your feet.

Born of Stone

At 1st level you gain proficiency in light hammers, mauls and warhammers.

As an action, you can plunge your hand into the earth and pull forth a weapon made of stone or metal. You can create a Stoneborn weapon in the form of any melee weapon you're proficient with.

You are unable to summon your Stoneborn weapon if you're not standing on, or unable to touch the ground, earth or stone. You can have up to two Stoneborn weapons, but can summon only one at a time with your action. If you attempt to summon a third Stoneborn weapon, one of the other two disappears. Your Stoneborn weapons also disappear if they are more than 5 feet away from you for 1 minute or more, if you dismiss them as a bonus action, or if you die.

You can use your Constitution modifier instead of Strength or Dexterity for attack rolls with Stoneborn weapons as long as you aren't wearing any armor other than a shield.

Heart of the Mountain

While you wield your Stoneborn weapon, your connection to the earth gives you extra fortitude. If you aren't wearing armor, your skin becomes as tough as stone and you gain a base AC of 12 + your Constitution modifier. This effect lasts until you dismiss or drop your Stoneborn weapons, you are incapacitated, or you don armor other than a shield.

In addition, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

 

When you reach 3rd level in this class, you learn the Earthen Grasp spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Hardened Strikes

At level 6 you can use your Constitution modifier instead of Strength or Dexterity for damage rolls with your Stoneborn weapons and your Stoneborn weapons counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you take the Attack action using a Stoneborn weapon, you can make one additional attack with your Stoneborn weapon as a bonus action. When you engage in two-weapon fighting using Stoneborn weapons, you can instead take two attacks as part of the same bonus action. You cannot make this bonus action attack if you attacked more than once during your Attack action (e.g. from Extra attack).

In addition, you can transform up to two magic melee weapons into stone by performing a special ritual while you hold them. You perform the ritual over the course of 1 hour, which can be done during a short rest. You then plunge the weapon into the earth, where it can be summoned from thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your Stoneborn weapon if you die, if you perform the 1-hour ritual on a different weapon (beyond the first two), or if you use a 1-hour ritual to break your bond to it. The weapon erupts from the nearest patch of earth or rock when the bond breaks.

Stone Guardian

Also at level 6, your connection to the elemental plane of earth deepens. As a bonus action, you can assume the form of a Stone Guardian:

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks
  • When you cast a cantrip or use your action to cast or crush a target with Earthen Grasp, you can spend 1 sorcery point to make an attack with your Stoneborn weapon as a bonus action.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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

Earth Glide

Starting at level 14, your Stone Guardian form is further empowered by your connection to the elemental earth. While in Stone Guardian form;

  • You have tremorsense with a range of 20ft.
  • You can move across difficult terrain made of earth or stone without spending extra movement.
  • You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space and are stunned until the end of your next turn.

Aegis of Stone

While in Stone Guardian form, as a bonus action you can expend 2 sorcery points and grant an aegis of protective earth magic to one allied creature you can see within 30 ft. The creature gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for the duration of your Stone Guardian form, or until you use it again. When a creature hits the protected target with a melee attack, you can use your reaction to glide through the earth up to your movement speed towards the attacker without provoking opportunity attacks. If you end your movement within 5 feet of the attacker, you can make one melee weapon attack using your Stoneborn weapon against the attacker.

Earth Master's Wrath

Starting at level 18, your mastery of the earth in unparalleled. If you run out of Stone Guardian uses, you can instead expend 4 Sorcery Points to gain another use.

 

In addition, you can cast Earthen Grasp at will without expending a spell slot or sorcery points, and both the initial damage and crushing damage increases to 5d6 bludgeoning damage.

When you cast Earthen Grasp in this way, you can spend 2 sorcery points so the spell no longer requires concentration, however you can only have one Earthen Grasp active at a time.

Variant - Earth Magic

If you play with the variant that allows Sorcerer Origin spells, You gain the spells below at the noted Sorcerer levels

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Earth Magic table. The spells count as sorcerer spells for you, and don't count against the number of sorcerer spells you know.

These spells can’t be replaced when you gain a level in this class.

Earth Magic

Sorcerer Level Spells
1st Earth Tremor
3rd Earthen Grasp
5th Erupting Earth
7th Stone Shape
9th Transmute Rock

Variant Cantrips

These are reflavoured versions of the SCAG cantrips to better fit the Stone Sorcerer theme. No mechanical changes were made.


Geomagnesian Strike

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

Your weapon draws on the earth's magnetic field and hums with barely contained energy. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes encircled in a ring of highly charged lodestones.

If the target willingly moves before then, the magnetic field collapses and the encircling lodestones crash together in an earsplitting explosion. The target immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.

At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.














Stoneheart v0.1


Inspiration


Attribution


Volcanic Fury

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

Your weapon seethes with molten rock and magma. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and molten lava splatters from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

 

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