Revised Stone Sorcerer - My copy

by refer721

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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.
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 Armour of Agathys (deals non-magical piercing damage), Earth Tremor
3rd Maximillian's Earthen Grasp, Heat Metal
5th Erupting Earth, Serrated Stone
7th Stone Shape, Conjure Minor Elementals (earth only)
9th Transmute Rock, Wall of Stone

Born of Stone

Your birth was blessed (or cursed) by the earth. You learn the Mold Earth cantrip which does not count against the number of sorcerer cantrips known. For you, this spell has an additional option:

  • You can plunge your hand into the earth and pull out a light hammer, maul, warhammer, or shield. This weapon is made of stone but holds any and all properties that a normal version of this item might have had. You are proficient with items made in this way. Items made in this way crumble after 1 hour or if you die.

You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

When you reach 3rd level in this class, you learn the Maximillian's 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.

Heart of the Mountain

Your connection to the earth gives you extra fortitude. While you are not wearing any armor, your Armor Class equals 12 + your Constitution modifier. You can use a Shield and still gain this benefit.

Aegis of Stone

Starting at 6th level, as a bonus action you can spend 1 sorcery point to grant an aegis of protective earth magic to yourself and one allied creature you can see within 30 ft. Whenever a creature with Aegis of Stone is hit, any bludgeoning, piercing, or slashing damage is reduced by your proficiency bonus. The aegis lasts for 1 hour or until you use this feature 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 opportunity attack against the attacker.

Hardened Strikes

At 6th level, when you deal bludgeoning damage you can add 1d8 bludgeoning damage to the damage roll.

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 can move across difficult terrain made of earth or stone without spending extra movement.
  • You have tremorsense with a range of 20ft.
  • 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.

Earth Master's Wrath

Starting at level 18, your mastery of the earth in unparalleled. When you make a melee weapon attack as an action you can cast one of your Earth spells as a bonus action.

In addition, you can cast Maximillian's Earthen Grasp at will without expending a spell slot or sorcery points, and both the initial damage and crushing damage increases to 4d6.

When you cast Maximillian's 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.

Stoneheart v0.3 - Edited by refer721


Inspiration


Attribution

 

Variant Spells

These are reflavoured versions of the SCAG cantrips to better fit the Stone Sorcerer theme. No mechanical changes were made. Additionally Serrated Stone by Thudnfer was added as a Druid and Sorcerer spell.

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.

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.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Serrated Stone

3rd level transmutation


  • Casting Time: 1 action
  • Range: Self (20 foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a wall of spiked rock in a line 5 feet wide, 5 feet tall and 20 feet long. If the wall cuts into a creature's space, it must make a Dexterity saving throw, taking 5d8 slashing damage on a failed save and half that on a successful save. In addition, the creature is pushed to one side of the wall (your choice).

The wall is a stone object with an AC of 17 and 120 hit points, with immunity to poison and psychic damage. If its hit points reach 0, the entire wall collapses and its area becomes difficult terrain until cleared.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall's length increases by 5 feet, the wall's damage increases by 1d8 and the wall's hit points increase by 20 for every spell level above 3rd.

 

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