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# The Dwarves of Stone's Hearth ____ This compendium covers the settlement of Stone's Hearth, a dwarven clan isolated in the summit of Stendarr's Peak. The mountain is home to the Stonegate, a gateway to the elemental plane of earth. The Stonehearth clan can be easily dropped into any setting where dwarves and mountains are present. ____ The Stonehearth dwarves are known for their mastery over the earth, known as Geomancy. The Earth Domain cleric subclass as well as a handful of Geomancy spells can be found in this supplement. Additionally, stat blocks for the denizens of the Peak can be found at the end of this supplement. ## Stendarr’s Peak Hundreds of years ago, Stendarr Stonehearth, an ambitious miner, helmed an expedition to the top of an uncharted mountain after word spread of a climber that came upon the biggest black diamond they'd ever seen. Those mountains had been nearly untouched by picks due to the hordes of monsters that run amok deep in the mountainside, and the ever-looming threat of dragons is enough to steer most folk away. Stendarr wasn’t one to turn down a challenge. ___ What he found inside the mountain was otherworldly, literally. A gateway to the Plane of Elemental Earth lies deep in the center of the summit, lost to time. This would certainly explain the abundance of treasures and monsters alike. Stendarr's expedition settled near the summit, and the Stonehearth clan was established. ____ All of Stendarr’s descendants revere the earth. They’re grateful to the gods for that which gives them life and purpose. Through their reverence, all Stonehearth dwarves are blessed with the power to control the earth and stone. While many are miner folk, some dedicate themselves to the faith, becoming healers and wisemen. Others follow a martial discipline to lead a militia if the need arises. ____ The constant threats in the mountain range keep them isolated from the world. The crevasses and high winds make the climb treacherous, doubly so when considering the local fauna. Beasts such as Bulettes and Behirs tunnel throughout the mountain, while ogres and giants roam the surface. The biggest threat is the dragons that roost among the clouds. ____ Stonehearths are miners, through and through. They live off of the bounty of the mountain. Every year, they celebrate a tradition known as the Traverse. An expedition goes through the Stonegate bringing back a hoard of gemstones and ore. The artisans of the clan cut the gems, and fashion them into brilliant jewelry. The Traverse is one of the cornerstones of the clan; it's an honor to take part. ____ Not long after the Traverse, an excursion is made to the various towns and cities. They trade for various goods that aren’t available on the mountain such as silk and spices. The trip also serves as a glimpse into life off the mountain.
[Art by Piotr Dura](https://www.artstation.com/artwork/xzwyl1)
\pagebreak When a Stonehearth comes of age, they’re sent on one of these trading trips, as part of a tradition known as a Descent. They’re released into the civilized world, spending as much time off the mountain as they like. On a Descent, a Stonehearth practices their crafts, learning new techniques and skills that they can share with the clan. A Descent also serves as an opportunity to find a partner to bring back to the mountain, allowing the clan to grow in size and strength. Once they've had their fill of society, they return to the Peak using their newfound skills to safely make it back home. ### Stone’s Hearth ___ **Population.** 243 (98% dwarves, 2% other races) ___ **Government.** Agarmir Stonehearth is the current patriarch of the Stonehearth clan. The elders of the clan counsel him on the goings-on in the mountain. Agarmir’s eldest nephew, Hrundi, is the heir-apparent of the clan. ___ **Defense.** Stonehearth dwarves are a hardy folk capable of defending the mountain. A few families are dedicated fighters who helm the defense. ___ **Commerce.** Beyond the supplies harvested from the mountain and small-scale trade between the families, little commerce is available. Some wayward travellers bring rare goods on occasion. ___ **Organizations.** The Stonehearth clan takes up almost the entirety of the population. Very few traders and travellers stay longer than a few nights. Planar scholars have been known to stay for extended periods to observe the Stonegate. ##### Earthen Expeditions The mountain is home to the Stonegate, a gateway to the elemental plane of earth. The Stonehearth clan has an annual expedition through the Stonegate, bringing back with them hauls of rare gemstones and ores. These expeditions can last up to a month, with up to two dozen miners and a handful of guards. ##### Mountain worship The Stonehearth clan are devout followers of earthen deities, as well as the earth itself. Through their devotion, the gods of the earth have granted all of them a degree of divine power. ##### The Descent When a Stonehearth dwarf comes of age, they take part in a ritual rite of passage. After accepting Stendarr’s Sigil, the signature facial tattoo of the clan, they descend the mountain with a supply caravan. Upon reaching civilization, they meander about on their own for as long as they see fit. They spend their time finding themselves - learning new skills, experiencing other peoples, and finding partners. When they’re satisfied, they use their skills to return to Stendarr’s Peak. \columnbreak ##### Resupply Stonehearth caravans occasionally make journeys to settlements to trade goods not available on the mountain., such as supplies, livestock, and medicine. These caravans also ferry young clan members that are beginning their Descent. The journey through the mountains is perilous, and the caravan could be delayed or destroyed, an event which forces the clan to restrict rations. To prevent this, guards are assigned to protect the merchants along the way. #### Background: Stonehearth Miner
**Skill Proficiencies:** Athletics, Survival ___ **Tool Proficiencies:** Mason’s Tools, Jeweler’s Tools ___ **Equipment:** A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp ##### Overview You come from Stone’s Hearth, a settlement built into the summit of Stendarr’s Peak. Predominantly dwarves, the people of Stone’s Hearth have been mining out the mountain for five generations. The Peak is home to the Stonegate, a gateway to the Elemental Plane of Earth, where the dwarves annually mine for rare gems. All of the denizens learn how to use a pick as sure as they learn how to walk. Most Stonehearths are familiar with the art of masonry and jewelcrafting. ##### Feature: Deep Miner You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature.
['Torygg Stonehearth, Earth Cleric' by crazyjeffy](https://www.reddit.com/r/DnD/comments/onv8xs/art_torygg_stonehearth_earth_domain_cleric/)
\pagebreak ### Earth Domain The element of earth is one of the four fundamental building blocks of matter: solid, stable, and unyielding in character. Those who live by the stone are strong-willed and indomitable. Clerics of the Earth Domain are typically related to the element itself: Dwarves, Earth Genasi, Rock Gnomes, and all manners of farmers and miners. There aren't many deities solely dedicated to the elements. Instead, deities whose domains fall under crafting, agriculture, and labor can grant followers powers of Earth. Rarely, powerful Earth elementals and Dao have been known to have their own worshippers. Example deities include Moradin, Melora, Grumbar, Sunnis, Chauntea, Gond, Ogrémoch, Entemoch, and Kabril Ali al-Sara al-Zalazil At each indicated cleric level, add the listed spells to your spells prepared. ##### Earth Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | *Earth Tremor*, *Grease* | | 3rd | *Spider Climb*, *Spike Growth* | | 5th | *Erupting Earth*, *Meld into Stone (ritual)* | | 7th | *Stone Shape*, *Summon Elemental (earth only)*| | 9th | *Transmute Rock*, *Wall of Stone* | #### Stonespeaker *1st-level Earth Domain feature* The power you command is infused with elemental earth. 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 Additionally, you gain the Mold Earth cantrip if you don't already know it. For you, this cantrip counts as a cleric cantrip. #### Impact Breaker *1st-level Earth Domain feature* Also at 1st level, you can use earth magic to brace for impact, momentarily hardening a creature's skin and bones to absorb damage. As a reaction when you or a creature you can see within 30 feet of you takes damage, you can reduce the total damage taken by an amount equal to twice your cleric level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
> ##### Variant Rule: The limits of Earth Magic > ____ > Due to the grounded nature of Geomancy, your DM might rule that certain criteria must be met for a target to be affected. Earthen spells and abilities might not work in the air or at sea, or on any one of the many planes of existence. Additionally, at your DM's discretion, some spells might require the target to be on the same surface as the caster. \columnbreak
[Art by Chase Stone](https://www.deviantart.com/chasestone/art/Seismic-Stomp-390429307)
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#### Channel Divinity: Earthcaller's Redoubt *2nd-level Earth Domain feature* At 2nd level, you can use your Channel Divinity to momentarily enhance your physique. When you make an attack roll, ability check, or saving throw using Strength or Dexterity, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. #### Channel Divinity: Stonewarden's Aegis *6th-level Earth Domain feature* At 6th level, you can use your Channel Divinity to grant your allies an earthen shield to protect them. As an action, choose up to a number of creatures equal to your proficiency bonus (a minimum of 1) within 30 feet of you. For 10 minutes the chosen creatures' AC increases by an amount equal to half your proficiency bonus rounded down (a mininum of 1). If a chosen creature is hit with an attack they instead take no damage and the shield crumbles, removing the bonus. #### Divine Strike *8th-level Earth Domain feature* At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning or slashing damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. #### Indomitable Defense *17th-level Earth Domain feature* At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up these resistances and transfer them to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
> ##### Variant Rule: Earthen components > ____ > While on terra firma, your DM might allow you to ignore the material component of a Geomancy spells provided the material could be found in the ground. ### Additional Cleric spells *1st-level Earth Domain feature* The spells in the following list expand the cleric spell list. The list is organized by spell level, not character level. If a spell can be cast a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook unless it has an asterisk. Spells marked with one asterix can be found in *Xanathar's Guide to Everything*, and spells marked with two can be found in the *Geomancy Spells* supplement.
##### Cantrip (0 Level) - *Monolith*** - - - ##### 2nd Level - *Maximilian's Earthen Grasp** - *Rockslide*** - *Tremorsense*** - ##### 3rd Level - *Bolide** - - - ##### 4th Level - *Earthen Dome*** - *Seismic Barrage*** - *Stoneskin* - ##### 5th Level - *Tectonic Carapace*** - *Conjure Elemental (Earth only)* ##### 6th Level - *Bones of the Earth** - *Faultline*** - *Move Earth* - *Investiture of Stone**
[Art by Kekai Kotaki](http://www.kekaiart.com/guild-wars-2.html )
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# Geomancy Spells ### Elemental Earth Magic for DnD 5E
#### Monolith *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S,M (a shard of basalt) - **Duration:** 10 minutes ___ You stomp the ground, raising an earthen pillar that fills a 5-foot cube within range which can be used as cover. If a pillar is raised under a creature, that creature must succeed on Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. The pillar crumbles if you cast this spell again or after 10 minutes. ___ You can also attack with the pillar, although doing so ends the spell. When you cast the spell, or as an action on a later turn, you can launch the pillar toward a creature of your choice within 60 feet of the pillar. Make a ranged spell attack, doing 1d8 bludgeoning damage on a hit. ___ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ___ **Classes:** Wizard, Sorcerer ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Rockslide *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S,M (a lump of clay) - **Duration:** Instantaneous ___ You control the ground beneath your feet, propelling you in a line toward an unoccupied space you can see within range. Each creature you pass through must make a Dexterity saving throw or be knocked prone. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Tremorsense *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a pouch of sand) - **Duration:** 1 hour ___ You clear your mind, extending your senses into the earth around you. For the duration, you have Tremorsense out to a range of 30 feet. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer \columnbreak
#### Bolide *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S,M (1 cubic foot of earth, which the spell consumes) - **Duration:** Instantaneous ___ A 4-inch diameter sphere of hard-packed earth forms in front of you, launching toward a target you can see. The sphere flies in a straight line toward the target, building speed as it soars, stopping early if it impacts against a solid surface. If the sphere strikes a creature, that creature must make a Dexterity saving throw. On a failed save, the bolide strikes the target and stops moving. When the bolide strikes something, the sphere and whatever it strikes each take 3d4 bludgeoning damage, plus 1d4 bludgeoning damage for every 10 feet the bolide traveled. ___ The bolide crumbles after traveling 120 feet. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the size of the damage die increases by one for every two slots levels above 3rd. For example, when cast using a spell slot of 5th level, the size of the damage die changes to d6. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer
> ##### Variant Rule: Pre-existing Earth Magic > ____ > Certain spells in the Player's Handbook and Xanathar's Guide to Everything fit the criteria for Earth magic. Typical Geomancy spells fall under the Transmutation school of magic, with few exceptions. With your DM's approval, the following spells are added to your class' spell list if they aren't already: >* Maximilian's Earthen Grasp >* Wall of Sand >* Stoneskin >* Summon Elemental (Earth only) >* Conjure Elemental (Earth only) >* Bones of the Earth >* Move Earth >* Investiture of Stone >* Earthquake \pagebreak #### Seismic Barrage *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S,M (a handful of stone arrowheads) - **Duration:** Instantaneous ___ You stomp the ground in front of you, launching earthen spikes towards up to five targets you can see within range. Each target must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a successful one. ___ Alternatively, all spikes can instead converge toward a single target, dealing 12d6 piercing damage on a failed save, or half as much damage on a successful one. ____ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Earthen Dome *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet or Self (10-foot-radius hemisphere) - **Components:** S,M (a clay bowl) - **Duration:** Concentration, up to 1
minute or 8 hours (see below) ___ A dome of hardened earth encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. ___ If cast as a ritual, a 10-foot-radius immobile dome of hardened earth springs into existence around and above you and up to 8 other creatures of Medium size or smaller and remains stationary for the duration. The spell ends if you leave its area. ___ The dome is 3 inches thick and has an AC of 18 and 200hp, and is vulnerable to Thunder damage. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer
> ##### Variant Rule: The limits of Earth Magic > ____ > Due to the grounded nature of Geomancy, your DM might rule that certain criteria must be met for a target to be affected. Earthen spells and abilities might not work in the air or at sea, or on any of the many planes of existence. Additionally, at your DM's discretion, some spells might require the target to be on the same surface as the caster. \columnbreak #### Tectonic Carapace *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S,M (5 cubic feet of earth, which the spell consumes) - **Duration:** Concentration, up to 10 minutes ___ Earth and rock coalesce around you, creating an earthen suit of armor. You gain 50 temporary hit points. While you have these hit points, your speed is halved and you have disadvantage on Dexterity saving throws. If any of these hit points remain when the spell ends, they are lost. While you have these hit points you gain the following benefits: - Your AC can't be lower than 20 - You gain resistance to nonmagical bludgeoning, piercing, and slashing - You can’t be forcibly moved. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the temporary hit points increase by 10 for each slot level above 5th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Faultline *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** S,M (a fistful of obsidian) - **Duration:** Instantaneous ___ The earth splits, creating a ravine of jagged stone in a line originating from you that is 100 feet long and 15 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d8 piercing damage and falling prone on a failed save, or half as much damage on a successful one. ___ Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer