Class: Earthbinder

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Earthbinder v2.1

Earthbinder Table
Level Proficiency Bonus Runes Known Max Rune Features
1st +2 -- -- Stone Caller, Earthen Murmurs, Master Jeweler
2nd +2 3 Minor Mineral Harvest, Glyptic Runes
3rd +2 3 Tellurian Allegiance, Allegiance Feature
4th +2 4 Ability Score Improvement
5th +3 4 Lesser Awakened Stone
6th +3 5 Earthen Aliment
7th +3 5 Allegiance Feature
8th +3 6 Ability Score Improvement
9th +4 6 Elemental Voidance, Vitreous Scrying
10th +4 7 Earthshaper
11th +4 7 Greater Glyptic Binding, Enlightened Stone
12th +4 8 Ability Score Improvement
13th +5 8 Empower Stone
14th +5 9 Legendary Jeweler
15th +5 9 Allegiance Feature
16th +5 10 Ability Score Improvement
17th +6 10 Major Tellurian Ally
18th +6 11 Earthbreaker
19th +6 11 Ability Score Improvement
20th +6 12 Allegiance Feature

Class Features

As an earthbinder, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per earthbinder level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per earthbinder level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Jeweler's tools, mason's tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two skills from sleight of hand, arcana, history, nature, insight, and survival.

Equipment

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

  • (a) a mace or (b) a handaxe
  • (a) dungeoneer's pack or (b) an explorer's pack
  • (a) Leather armor, a light hammer, and a shield

Earthbinder Saving Throws

Some of your class features require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:


DC: 8 + your proficiency bonus + your Charisma modifier.

CLASS FEATURES

As a earthbinder, you gain the following class features.

STONE CALLER

Earthbinders can sense and manipulate hidden passageways linking the material plane and the elemental plane of earth, able to draw objects through this conduit.


As an action, you can call forth an elemental stone and propel it with great force. The stone hits a creature of your choice that you can see within 120 feet, dealing 1d4 + 1 bludgeoning damage to its target.


The number of stones you can call increases to two at 5th level, three at 9th, four at 13th, and to a maximum of five at 17th level. When calling multiple stones, they all strike simultaneously, and can be directed to hit a single creature or several.

EARTHEN MURMURS

The earth is known to whisper its secrets to those who follow this craft, imparting knowledge and prescience. You can speak primordial and your passive perception increases by +5 whenever you are underground or in an area completely made of stone or metals.


In addition, whenever you make a Wisdom (Perception) or Intelligence (Investigation) check related to finding a secret doors or hidden passageways that are made of stone or located in the earth, you are considered proficient in the Perception or Investigation skill and have advantage on the roll.

MASTER JEWELER

Earthbinders are skilled jewelers, having an innate mastery when working with gemstones and precious metals. You gain proficiency with jeweler’s tools. When using downtime to create jewelry, for every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 50 gp. You must expend raw materials worth half the total market value.


In addition, you gain the ability to polish gemstones that you find or purchase and increase their value. Polishing a gemstone requires jeweler’s tools, 2 hours of time, and a proficiency check of DC 10 + 2 for each 10% of increased value (maximum of 100%) check. Failure means the gemstone is damaged in some way and cannot be improved (but does not destroy the gemstone or decrease its value). __

MINERAL HARVEST

The wealth of the elemental plane of earth is available to those that know how to call for it. When you reach 2nd level, you can summon gemstones from the elemental plane of earth during a long rest, the stones forming upon the ground in your immediate vicinity. This summong takes 2 hours and is considered a light activity.


The value and quantity of gemstones conjured are determined by your earthbinder level as shown on the Mineral Harvest table. You gain the gemstones for each level tier that you qualify for.


Gems created through this feature are considered “empowered”, a requirement for glyptic runes, until the start of your next long rest at which point they become a common precious stones.


The specific type of gemstone summoned can be determined as needed by referencing the gemstones tables (DMG, p 134).

Mineral Harvest Table
Earthbinder level Value (gp) of gemstone Quantity
1-4 10 d6
5-8 50 d4
9-12 100 d3
13-16 500 d2
17-20 1000 1d2

GLYPTIC RUNES

Beginning at 2nd level, Earthbinders learn to manipulate the inherent binding between empowered precious stones and the plane of earth by inscribing special symbols known as glyptic runes. These runes serve to unlock the inherent power contained in these gemstones.

As an action, you can scribe a glyptic rune on a gem that is empowered (typically created through the Mineral Harvest feature). This process channels energy from the elemental plane of earth and powers a spell-like effect that immediately manifests from the gem. Effects created through the activation of a glyptic rune do not require any components but if the effect normally requires concentration, you must both maintain possession of the gem and concentrate to sustain the gem’s spell.


A gemstone must be of the appropriate value for the tier of rune you’re inscribing and you must be in possession of jeweler’s tools. Each gem can only have a single glyptic rune of a tier no higher than the value of the gem allows (as shown in the Earthbinder Glyptic Runes section).


Simple glyptic runes can be scribed on any stone – regardless of whether it’s a gemstone or empowered.


Gems inscribed in this manner are destroyed upon use.

RUNES KNOWN

At 2nd level, you know two simple and one minor glyptic runes of your choice from the glyptic runes spell list.


The Runes Known column of the Earthbinder table shows when you learn more runes of your choice. A rune you choose must be of a tier no higher than what’s shown in the table's Max Rune column for your level. When you reach 11th level, for example, you learn a new rune, which can be minor, lesser or greater.


Additionally, when you gain a level in this class, you can choose one of the runes you know and replace it with another rune from the glyptic runes spell list, which also must be of a tier for which you qualify.

GLYPTIC RUNE ABILITY

Charisma is your spellcasting ability for your glyptic runes, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a glyptic rune you cast and when making an attack roll with one.


Glyptic rune save DC = 8 + your proficiency bonus + your Charisma modifier


Glyptic rune attack modifier = your proficiency bonus + your Charisma modifier

TELLURIAN ALLEGIANCE

When you reach 3rd level, you deepen your connection to the plane of earth, joining with one of the elemental courts. This allegiance further strengthens your connection to the elemental plane and grants you additional power. Choose from the Crystal Court, the Granite Court, or the Iron Court, all detailed at the end of the class description.


Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

ABILITY SCORE IMPROVEMENT

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.

AWAKENED STONE

At 5th level, an Earthbinder can summon a rare awakened stone, a strange denizen of the plane of earth that is aware and has unusual powers while on the material plane. To acquire an awakened stone, you must spend 8 hours focusing and carefully constructing a passageway to the elemental plane of earth. At the end of this time, an awakened stone of your choice appears in a spot within 5 feet of you. The stone appears as a small rock and provide benefits based on your as shown on the Awakened Stones table. You only benefit from your chosen stone’s benefits if the stone is on your person.

Awakened stones are typically 4” – 6” in diameter, weighing less than 5 pounds. Though normally rough (natural) in appearance, it is not unheard of that the stone appears in a worked form (e.g. geometric shape, carved with runes, etc.).

Awakened stones are unable to move on their own and behave as inanimate objects when it comes to damage and spell effects (AC 17; 10 hit points; immune to necrotic, poison, psychic; resistance to piercing, slashing, cold, fire, radiant, thunder). When an awakened stone is reduced to 0 hit points, it is destroyed.


An awakened stone acts when you act and always obeys your commands. In combat, it uses your initiative. An awakened stone can’t attack or take any other actions except to communicate unless otherwise noted. An awakened stone has blindsight in a 5 foot radius and can communicate emotions and very generic impressions telepathically to you if you are within 100 feet


As an action, you can dismiss your stone which is sent back to the elemental plane of earth. You can’t have more than one awakened stone at a time. If you attempt to summon an awakened stone while you already have one, your original awakened stone is dismissed and you gain a new one.

Earthbinders, through some oddity of the familiar bond forged with the awakened stone, often take on subtle physical characteristics of their stone. This can manifest as a flesh tone that appears stone-like, matching their chosen stone or – somewhat less commonly – having their eyes change to appear as orbs made of the same material as the awakened stone.

When you reach 11th level, your awakened Stone becomes fully aware and is considered enlightened – providing the full benefits for its stone type. Any features or spells cast by the enlightened stone have a DC of 12 + your proficiency bonus. Enlightened stones are able to communicate complex thoughts telepathically to any creature within 100 feet and have blindsight in a 15 foot radius.


An enlightened stone gains a base movement speed of 5 feet. An enlightened stone is always considered to have a Dexterity (Stealth) roll of 20 in regards to detecting this movement. This does not apply to seeing the stone itself, only in determining whether it actually moved or not.


In addition, as an action, you can see sense through an enlightened stone until the start of your next turn, gaining the benefits of any special senses that the stone has. During this time, you are deaf and blind with regard to your own senses.


Finally, an enlightened stone can be inscribed with a glyptic rune. The rune must have a range of personal and can be activated as a bonus action. As long as the stone is on your person, you do not have to concentrate to maintain this effect and any duration is doubled.

EARTHEN ALIMENT

Upon reaching 6th level, Earthbinders are able to convert the energy contained within stone and soil into sustenance, needing only water to survive. As long as you are in contact with the earth (including worked stone and metal), you do not require food and do not gain exhaustion levels from lack of food. When you are not in contact with the earth (for example, standing upon a wooden floor), you need food as normal.

ELEMENTAL VOIDANCE

By drawing upon the elemental plane of earth through a gem stone, earthbinders can bolster their resistance to most elemental effects and damage. Beginning at 8th level you can use your reaction to draw upon a gemstone that you have in your possession. Until the start of your next turn, you gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.


In addition, for each 100 gp of value of the gem, you reduce the chosen damage that you do receive by 2.


A gemstone used in this manner is destroyed after use.

VITREOUS SCRYING

The earth sees all that is within or upon it. By using their special connection to the powers of elemental earth, an earthbinder may use a piece of crystal, obsidian, quartz, or similar stone worth at least 100 gp to perform scrying. More valuable stones provide access to additional effects. When you reach 9th level you can, by performing a ritual that takes one hour, you can use this stone to mimic one of the following spell effects selected at the time of use.

  • locate animals or plants (100 gp)
  • locate object (100 gp)
  • clairvoyance (500 gp)
  • locate creature (1000 gp)
  • scrying (5000 gp)
  • contact other plane [elemental earth only] (5000 gp)

The earthbinder does not have to provide any components (aside from the stone itself) to cast the spell. As required, you treat your earthbinder level as your caster level and if the effect requires allows for a save, you use your glyptic rune save DC.


Once you use this feature, you must finish a long rest before you can use it again.


The stone used to perform the scrying is not damaged using this feature.

EARTHSHAPER

By virtue of their close alliance with the elemental plane of earth, earthbinders are gifted a large degree of control over earth, stone, and metals. When you reach 10th level, you can use an action to alter the formation of the earth itself.


Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for up to 1 hour as long as you maintain control (as if concentrating on a spell).


You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.


At the end of every 10 minutes you spend concentrating, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.


This effect can even manipulate natural stone or stone construction, reshaping them to your will. Rocks and structures left alone shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.


This effect doesn’t directly affect plant growth. The moved earth carries any plants along with it.


Once you use this feature, you must finish a short or a long rest before you can use it again.

GLYPTIC BINDING

Upon reaching 11th level, an earthbinder is able to create a special set of glyptic runes on a gem that allows the spell effect to be used by others or can even self-sustain its effect, eliminating the need for concentration.


As a bonus action after inscribing a glyptic rune, you can place a binding symbol on gem that you have created. Unlike other gems with a glyptic rune, this gem does not immediately activate its spell-like power.

This binding can take one of two forms:

  • Bound to an individual of your choice, chosen at the time of creation, who can activate the gem as an action
  • Bound to itself, creating a self-powering loop and removing any requirement for concentration.

Once you use this feature, you must complete a short or long rest before you can use it again.

EMPOWER STONE

Earthbinders can infuse the raw primal power of elemental earth into the gems and rocks of the material plane, creating stones that are suitable for glyptic runes.


Starting at 13th level, as an action, you can touch a precious stone and forge a link to the elemental plane of earth. The stone is considered empowered, as if summoned through Mineral Harvest.


Once you use this feature, you must complete a long rest before you can use it again.

LEGENDARY JEWELER

With their deep understanding of precious metals and gems, earthbinders that practice the lapidary arts reach a level of skill that transcends the works of most others. When you reach 14th level, you are able to craft jewelry or carve gems such that they gain magical properties and can grant continuous benefits.


Over the course of a long rest, you can craft one of the following items provided you are able to provide a gem of the appropriate value. This item does not function for any person other than yourself and, due to the stresses of channeling the magic energies, crumbles to dust at the start of your next long rest.

  • An ioun stone, rare = 500gp, very rare = 1000gp; legendary = 5000gp
  • Gem of brightness (2d4 charges), 500gp
  • sending stones, 500gp
  • Any magical ring that is uncommon (500gp, 1d6 charges) or rare (1000gp, 1d4 charges)

Finally, when using your Master Jeweler feature, you increase the value of the gemstone by 50% with each check to a maximum of 1000% of its base value.

TELLURIAN ALLY

An earthbinder’s allegiance to a tellurian court allows them to summon powerful allies, creatures born of the very rock and earth itself, to aid them in their endeavors. When you reach 17th level, you can spend 1 minute forging a gateway between an appropriate gem and the elemental plane of earth. Upon completion of this gateway you call forth an earth elemental servant or servants that appear in unoccupied spaces that you can see within 60 feet.


You choose one the following options for what appears based upon the value of gemstone used to create the gateway:

  • One elemental of CR 5 or lower (1000gp)
  • One elemental of CR 2 or lower (500gp)
  • Two elementals of challenge rating 1 or lower (100gp)
  • Four elementals of challenge rating 1/2 or lower (50gp)
  • Eight elementals of challenge rating 1/4 or lower. (10gp)

This elemental serves your cause for 1 hour and is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.


A summoned elemental returns to the elemental plane on earth at the end of its service. If a summoned elemental is destroyed, the gem used to summon it is also destroyed.


The DM has the elemental’s statistics.


Once you use this feature, you must finish a long rest before you can use it again.

EARTHBREAKER

By 18th level your connection the elemental plane of earth is so strong that the earth itself bows to your bidding. You can cast the earthquake spell once per long rest with no components. Any damage done to structures or inanimate objects is double that of the normal spell.

Earthbinder Glyptic Runes

Simple (any stone)
  • acid splash
  • magic stoneEE
  • mending
  • mold earthEE
  • resistance
Minor (10gp gemstones)
  • absorb elementsEE
  • alarm
  • catapultEE
  • detect evil and good
  • detect magic
  • detect poison and disease
  • earth tremorEE
  • entangle
  • grease
  • jump
  • longstrider
  • purify food & drink
  • sanctuary
Lesser (50gp gemstones)
  • arcane lock
  • darkness
  • dust devilEE
  • earthbindEE
  • enhance ability
  • find traps
  • knock
  • magic mouth
  • Maximilian’s earthen graspEE
  • Nystul’s magic aura
  • protection from poison
  • shatter
  • see invisibility
  • spider climb
  • spike growth
Greater (100gp gemstones)
  • create food & water
  • dispel magic
  • erupting earthEE
  • glyph of warding
  • magic circle
  • meld into stone
  • plant growth
  • protection from energy
  • wall of sandEE
Major (5000 gp gemstones)
  • elemental bane
  • fabricate (mineral only)
  • freedom of movement
  • stone shape
  • stoneskin
  • vitriolic sphere

Earthbinder Awakened Stones

Awakened Stones Table
Stone Type Awakened Feature Enlightened Feature
Alabaster Advantage on saves versus petrification and paralysis; Have a base movement of 5 feet when you have the paralyzed or petrified condition. Immune to petrification and paralysis; can cast either hold person twice per day or slow once per day.
Basalt Resistance to acid damage; carrying capacity as if your size was large Immune to acid damage; can cast Melf’s acid arrow twice per day or Leomund’s tiny hut once per day
Crystal Resistance to force damage; always know the direction and time of day; can see invisible, but only by holding the awakened stone to your eye Immune to force damage; can cast either hypnotic pattern twice per day.
Flint Resistance to necrotic damage; add your Cha modifier to hit points gained through hit die Immune to necrotic damage; can cast feign death once per day or gentle repose twice per day.
Granite Resistance to your choice of bludgeoning, piercing, or slashing damage (chosen when the awakened stone is first called); can see in dim light as if it were bright light Gain immunity to the type of damage that you were resistant to; gain darkvision to 60 feet
Iron Add your Charisma modifier to melee damage rolls made with steel or stone weapons; always know the cardinal direction Score a critical hit on rolls of 19 or 20 when making a melee attack with steel or stone weapons; can cast compelled duel three times per day or magic weapon twice per day.
Lavastone Resistance to fire damage; advantage on Charisma (Intimidation) checks Immune to fire damage; can cast flaming sphere twice per day or fireball once per day.
Limestone Resistance to poison damage, advantage on disease saves Immune to poison damage; can cast stinking cloud once per day (substituting acid damage for poison damage).
Marble Resistance to psychic damage and advantage on saves versus confusion Immune to psychic damage; can cast phantasmal force twice per day or sending once per day.
Moonstone Resistance to thunder damage; when determining falling damage, halve the distance before calculating results Immune to thunder damage; can cast gust of wind twice per day or fly once per day.
Obsidian Resistance to radiant damage; advantage on saving throws to resist fear Immune to radiant damage; can cast darkness twice per day or fear once per day.
Quartz Resistance to lightning damage; can reliably predict what the weather is going to be for the next 24 hours. Immune to lightning damage; can cast detect thoughts twice per day or nondetection once per day.
Sandstone Resistance to cold damage; advantage on Charisma (Persuasion) checks Immune to cold damage; can cast charm person three times per day or enthrall twice per day.

The Crystal Court

BONUS GLYPTIC RUNES

Upon selection of this allegiance at 3rd level, you gain a number of bonus glyptic runes known only to those that serve this aspect of elemental earth.

  • Simple - light, minor illusion
  • Minor - color spray, silent image
  • Lesser - blur, invisibility, mirror image, see invisibility
  • Greater - hypnotic pattern, major image, nondetection
  • Major - greater invisibility

STRENGTH OF PRISMS

Known for deception, illusion, and manipulation of light, those joining to this allegiance gain a number of advantages at 3rd level.

  • You gain proficiency with Charisma (Deception)
  • You have advantage on saving throws to resist illusions
  • You are able to captures, magnify, and manipulate light. As long as you have a gem on your person, when in dim light, you can cause the illumination increase by one step higher in a 20-foot radius.
  • Projectiles manifested through your Stone Caller feature can shed light. As a bonus action, when using your Stone Caller feature, you can have each individual stone shed either dim light in a 10-foot radius or bright light in a 5-foot radius.

PRISMATIC STEPS

When you reach 7th level, you take on some of the attributes of the Crystal Court. You cannot be blinded and you gain the ability to step from one pocket of bright light into another.


As a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in bright light. You reform in an intense light such that opponents then have disadvantage on their first melee attack made against you before the end of the turn.

DAZZLING FORM

Your dalliance with the Court begins to manifest itself in your physical appearance. Starting at 15th level, your flesh takes on a crystalline appearance, easily able to reflect and refract light. All gaze and ray attacks (e.g. ray of frost, scorching rays) against you are made at disadvantage and you gain resistance to the damage caused by these attacks.


In addition, as long as you have been exposed to bright light within the last 24 hours, you can emit a brilliant burst of light in a 30-foot radius. All sighted creatures must succeed on a Constitution saving throw or be blinded for 1 minute. Creatures that succeed on their saving throw are dazzled, making any attacks with disadvantage until the start of their next turn. Creatures that are aware that the burst of light is coming (such as being forewarned), have advantage on their saving throw to resist the blindness and do not suffer any ill effects on a successful saving throw.


Once you use this feature, you must complete a short or a long rest before you can use it again.

CRYSTALLINE FORM

By 20th level you truly become a member of the Crystal Court, becoming to all intents and purposes an elemental.

  • You gain the elemental type
  • You are immune to effects caused by rays or gaze attacks
  • Critical hits against you are treated as normal hits
  • Once per round, you can launch a crystal shard to a range of 60 feet that shatters when it hits, dealing 6d6 points of slashing damage to the target and 1d6 points of slashing damage to all creatures in 5-foot radius. This is considered a ranged weapon attack.

The Granite Court

BONUS GLYPTIC RUNES

Upon selection of this allegiance at 3rd level, you gain a number of bonus glyptic runes known only to those that serve this aspect of elemental earth.

  • Simple - blade ward, virtueUA
  • Minor - heroism, mage armor, shield
  • Lesser - barkskin, calm emotions, enlarge/reduce, gentle repose
  • Greater - Leomund's tiny hut, slow, tiny servant (stone only)XGE
  • Major - death ward

STRENGTH OF STONE

Known for defense, fortitude, and wisdom, those joining to this allegiance gain a number of advantages at 3rd level.

  • You gain proficiency with Charisma (Persusasion)
  • So long as you are touching the ground, you are treated as one size larger in regards to grappling and lifting capacity.
  • When you fail a 3rd death save, you can choose to turn into statue versus dying. This condition lasts for 8 hours at which point you turn back into flesh at 1 hp. Once you use this feature, you cannot do so again until 1 week passes.
  • Projectiles manifested through your Stone Caller feature hit particularly hard and can stagger a target. As a bonus action, when using your Stone Caller feature, you can increase the size of each individual stone. A creature struck by one of your stones must succeed on a Constitution saving throw or have their speed reduced by ½ until the start of their next turn.

EARTHEN GLIDE

By the time you reach 7th level, you become one with the earth and stone that you move upon. You are unaffected by difficult terrain that is caused by stone or earth and do not leave any tracks while walking on either of these surfaces.


In addition, you can burrow through nonmagical, unworked earth and stone though your base speed is reduced by half (to a minimum of 5 feet). While doing so, a passage appears forms around you that is roughly 5 feet wide, 10 feet tall, and 10 feet deep. The passage moves with you and lasts for 1 minute and requires you to concentrate to maintain the effect. If the passage disappears, any creatures or objects still inside are ejected to an unoccupied space nearest to the surface where you started and suffer 4d6 bludgeoning damage.


Once you use this feature, you must complete a long rest before it is available again.

STONE SKIN

Your allegiance with the Court shapes your form, causing you to have a stone-like appearance. Starting at 15th level, your flesh rakes on the property of stone, becoming in many ways a living statue. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.


At the start of each of your turns, you can harden the stone that is your skin, choosing to have disadvantage on all attack rolls during that turn due to your stiffened limbs. All attack rolls against you have disadvantage until the start of your next turn.

STONE FORM

By 20th level you truly become a member of the Granite Court, becoming to all intents and purposes an elemental.

  • You gain the elemental type
  • You are cannot be harmed by non-magical weapons.
  • Once per round, you can target a creature within 45 feet with a massive shard of stone. This is a ranged weapon attack that deals 6d6 points of bludgeoning damage. On a successful Dexterity saving throw, the target takes ½ damage.

The Iron Court

BONUS GLYPTIC RUNES

Upon selection of this allegiance at 3rd level, you gain a number of bonus glyptic runes known only to those that serve this aspect of elemental earth.

  • Simple - sword burstSCAG, true strike
  • Minor - ensnaring strike, hunter's mark
  • Lesser - cloud of daggers, heat metal, magic weapon, shatter
  • Greater - elemental weapon (acid and fire only), fear, stinking cloud
  • Major - staggering smite

STRENGTH OF IRON

Known for defense, fortitude, and wisdom, those joining to this allegiance gain a number of advantages at 3rd level.

  • You gain proficiency with Charisma (Intimidation).
  • You gain proficiency with 2 martial weapons of your choice
  • You may use your limb as a shield. As a bonus action, your arm turns to iron and you gain the benefits of wielding a shield until the start of your next turn. While utilizing this benefit, you cannot make an attack with a weapon with the two-handed property, use a versatile weapon in two-hands, or engage in two-weapon fighting
  • Projectiles manifested through your Stone Caller feature can be made much more deadly. As a bonus action, when using your Stone Caller feature, you can have each individual stone manifest as a jagged chunk of iron. The base damage of changes to a d6 rather than a d4.

FERROUS ARMAMENT

Those aligned with the Iron Court appear to be wrapped in thick metal armor at all times, even causing their voice to have a harsh, metallic ring. Starting at 7th level, as a bonus action, you can manifest a thick suit of iron armor. While wearing this armor, you have a base AC of 15 + your Constitution bonus and your movement is reduced by 10 feet (to a minimum of 5-feet). This conjured armor joins with and uses (replaces) any currently worn armor or clothing. This effect does not require concentration but disappears if you die or are rendered unconscious.


You can dismiss this armor at any time with a bonus action.

IRON MASTERY

Your joining with the Court begins to manifest itself in your physical appearance. Starting at 15th level, your flesh takes on an iron-like appearance and you gain an affinity with the weapons of war, particularly those made of stone or metal. When you use your action to create a glyptic rune, you can make one weapon attack as a bonus action.


In addition, weapons that you use that made of stone or steel inflict an additional die of damage equal to the weapon’s base damage die (e.g. dagger does an additional 1d4 damage) and score a critical hit on a roll of 19 or 20.

IRON FORM

By 20th level you truly become a member of the Granite Court, becoming to all intents and purposes an elemental.

  • You gain the elemental type
  • As a reaction, you can create any simple or martial melee weapon. The weapon is constructed entirely of iron and is considered magical. This weapon disappears if it leaves your hand.
  • Once per round, you can call a shard of iron from the ground to impale a single creature within 10-feet of you. This is a melee weapon attack that deals 6d6 points of piercing. The target must succeed on a successful Dexterity saving throw, the target takes ½ damage.
 

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