Stonelord (5e Class)
Stonelord
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Creating a Stonelord
- Quick Build
You can make a Stonelord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose a shield and warhammer and an explorers pack.
Class Features
As a Stonelord you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Stonelord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Stonelord level after 1st
- Proficiencies
Armor: Light,Medium,Heavy and shields
Weapons: Simple and martial
Tools: Mason's Tools
Saving Throws: Constitution and Strength
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shield and a warhammer or (b) A maul
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- Two light hammers
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Stonestrike |
2nd | +2 | Fighting style |
3rd | +2 | Path of the Stonelord |
4th | +2 | Ability Score Improvement, Defensive Stance |
5th | +3 | Extra Attack |
6th | +3 | Stone blood |
7th | +3 | Elemental Senses |
8th | +3 | Ability Score Improvement |
9th | +4 | Path feature |
10th | +4 | Earthen bane |
11th | +4 | Phase Strike |
12th | +4 | Ability Score Improvement |
13th | +5 | Path feature |
14th | +5 | Stoneskin |
15th | +5 | Stone heart |
16th | +5 | Ability Score Improvement |
17th | +6 | Stone mind |
18th | +6 | Path feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Stone body |
Stone Strike
At 1st level you can make any attack a stone strike. The element of earth is imbued into your strike and it overcomes metal, rock, stone, and earth in order to injure. You can make a stone strike a number of times per day equal to your stonelord level plus one. You regain all uses of this feature after completing a long rest. This attack does an additional 1d6 force damage, does double damage to beings and unattended objects made of metal, rock or stone of any kind as the siege feature and ignores resistance to bludgeoning damage.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Path of the Stonelord
At 3rd level you can start to specialize your Stonelord skills. You can choose to stand tall and firm, protecting yourself and allies with the Path of the Stalwart, create creatures out of thin air to help you for a short time and have an earth elemental friend with the Path of the Shaper, or even become a craftsman of rocky arms and armor with the Path of the Crag
Ability Score Increase
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.
Defensive Stance
Defensive stance At 4th level in battle you can go into focused state of calm for 1 minute as bonus action. You can do this a number of times per day equal to your constitution modifier plus 1. You gain the following benefits: You cant be Charmed or Frightened. If you are Charmed or Frightened when you enter your defensive stance the effect is suspended for the Duration. You have advantage on Strength and Constitution Checks as well as Strength and Constitution saving throws. You have Resistance to bludgeoning, piercing, and slashing damage. You lose your defensive stance if you ever lose contact with the ground or something touching the ground. You cannot fly or swim during defensive stance. You can maintain your defensive stance on a floating or flying object as long as you stand still.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Stone Blood
At 6th level you are immune to petrification and add half your stonelord level to death saving throws.
Elemental Senses
At 7th level you become more attuned to elemental earth and gain some special abilities. You gain a burrow speed equal to half your movement speed and tremor sense out to 30 feet.
Earthen Bane
At 10th level your attacks against elementals,constructs or other beings made of earth,metal and stone have advantage.
Phase Strike
At 11th level a stonelords attacks may pass through stone and metal as if they weren’t there. Whenever a stonelord uses stonestrike he may instead use two uses and make it a phase strike, a creature getting attacked by a phase strike only gets their dexterity bonus to ac as it phases through all nonliving material, it still harms undead, but cannot harm, rock, stone or earth, as well as beings made up of those materials. It still deals an additional 1d6 force damage and ignores resistance to bludgeoning
Stone Skin
At 14th level you are immune to necrotic damage
Stone Heart
At 15th level you are immune to critical hits while in defensive stance.
Stone Mind
At 17th level you have advantage on wisdom saving throws while in defensive stance.
Stone Body
At 20th level you are no longer need to eat,drink, breathe or sleep and are immune to paralysis,stunning,critical strike and sneak attack damage.
Path of the Stalwart
Stand tall and protect your allies.
- Intercept
At 3rd level when a melee or ranged weapon would successfully strike an adjacent ally, you can choose to have the weapon strike him instead of the intended target.
- Renewing Stance
At 9th level once per day when you enter your defensive stance you regain 1d8+1 hitpoints per 2 stonelord levels.
- Spell Halting
At 13th level whenever you successfully save against a spell, it rebounds back to the caster using your casting modifiers, if it affected more than just you, all other affected people are unharmed. For example if someone throws a fireball at you and you save for half damage, no one else is hurt but the fireball is sent back to its original caster and they must save against 8+proficiency+ your wisdom modifier.
- Last word
At 18th level Once per day, while in a defensive stance, you can make one stone strike or phase strike (you need not spend any daily uses) against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious, or kill him. For example, if you have 1 hit point left when a red dragon bites you; you may use this ability even if the dragon’s bite would otherwise kill him instantly. If the attack hits it automatically deals double damage, but cannot crit. Once your attack is resolved, he suffers the normal effect of the attack that provoked this ability.
Path of the Shaper
Create elemental friends to help you in combat.
- Stone Soul
At 3rd level you gain advantage on saving throws against poison, if you already have an effect that gives you advantage to poison saving throws or are a dwarf, you are instead immune to poison. In addition you can link your soul to a pile of pebbles in order to make a "rock snake" it is considered a tiny earth elemental. You can concentrate for one round to use its senses.
- Stone Soldier
At 9th level your rock snake increases in size to a medium sized earth elemental.Instead of being immune to physical damage it merely has resistance now. You can ride your earth elemental and are considered to have the mounted feat when you do.In addition you may use your action to summon a medium stone soldier, it lasts for 1 minute (Maximum of 1).
- Stone Golem
At 13th level your earth elemental increases to large size.In addition you use your action to summon a large stone golem for 1 minute (Maximum of 1)
- Stone Elemental
At 18th level your earth elemental is now huge size.
Path of the Crag
Be a magical mason that upgrades and creates equipment using rocks.
- Stoneplate
At 3rd level instead of wearing armor and using a shield you can amass enough small rocks, or carve a sheet of rock off a larger rock in order to clad yourself in it. It takes the armors weight in rocks in order to create it and lasts for 1 week before crumbling to dust. To take it off, you can will it off and it will fall into a pile of rocks. You can will it back on if you use the same pile within 24 hours. You do not suffer disadvantage on stealth checks as long as your are wearing stoneplate and the surface you are sneaking on is earth,rock or stone.
- Craggy spikes
At 9th level you gain craggy spikes on your shield and armor, any creature grappling you takes 2d10 + str piercing damage. Now that your shield is covered in spikes you can use it to attack 1d6 + 1/2 str and may make an offhand attack with it using your bonus action. To apply spikes to your armor or shield you must have atleast 10 pounds of sharpened stones nearby and will them on, they can be hidden at any time with just a thought. They disappear when your armor or shield does if using stoneplate, if using normal armor, they disappear after a week.
- Craggy Armaments
At 13th level you may make weapons as well as armor. The weapons you make are +1 and magically enchanted to deal an additional 1d6 force damage. Weapons cannot be willed back into a pile of rocks.
- Craggy Smith
At 18th level you can use magical,valuable or hard to find resources to make more powerful magical armor and weapons.
Multiclassing
Prerequisites. To qualify for multiclassing into the Stonelord class, you must meet these prerequisites:13 strength and 13 constitution
Proficiencies. When you multiclass into the Stonelord class, you gain the following proficiencies: Light,medium,heavy armour and shields. Simple and Martial weapons.
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