Lithomancer (3.5e Class)

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Lithomancer[edit]

Lithomancers are nomadic, shaman like masters of the earth who live simple lives shaping the stone and will , stone and metal able to pull metal from the earth and form stone into weapons and armor.

Making a Lithomancer[edit]

Lithomancers are strong fighters and good in combat but can’t do much else, they are good tanks or dps.

Abilities: Wisdom is the main ability for this class and constitution is a good second as a way to survive more, finally intelligence is important to enable the lithomancer to create weapons and armor for others.

Races: Mostly, lithomancers are of races with strong connections to the stone like dwarves but any race with a good wisdom can be a lithomancer as long as they dedicate themselves to their connection to the earth and its geology.

Alignment: Any.

Starting Gold: 1d4 x 10 gp.

Starting Age: Complex.

Table: The Lithomancer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Stoneforge weapon, Stoneforge armor, Stonebind
2nd +2 +3 +0 +3 Geomantic healing, Material magnet
3rd +3 +3 +1 +3 Stone stride, Stone shards
4th +4 +4 +1 +4 Improved stoneforge equipment
5th +5 +4 +1 +4 Improved Stonebind, Earth upheval
6th +6/1 +5 +2 +5 Lava armor
7th +7/2 +5 +2 +5
8th +8/3 +6 +2 +6 Better Stonebind, Improved stoneforge equipment
9th +9/4 +6 +3 +6 Improved stone shards
10th +10/5 +7 +3 +7 Earthspikes
11th +11/6/1 +7 +3 +7
12th +12/7/2 +8 +4 +8 Improved stoneforge equipment
13th +13/8/3 +8 +4 +8 Improved earthspikes
14th +14/9/4 +9 +4 +9 Improved stone shards
15th +15/10/5 +9 +5 +9 Improved Stonebind
16th +16/11/6/1 +10 +5 +10 Improved stoneforge equipment
17th +17/12/7/2 +10 +5 +10
18th +18/13/8/3 +11 +6 +11 Improved earthspikes
19th +19/14/9/4 +11 +6 +11 Improved Stonebind
20th +20/15/10/5 +12 +6 +12 Improved stoneforge equipment, Stoneforge masterwork

Class Skills (3 + Int modifier per level, ×2 at 1st level)
Climb (Str), Craft (weaponsmith) (Int), Craft (Arms/Armor) (Int), Forgery (Int), Heal (Wis), Jump (Str), Knowledge (Stonework) (Int), Survival (Wis), Sense motive (Wis), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Lithomancer.

Weapon and Armor Proficiency: The lithomancer is proficient in all simple and martial melee weapons as long as they are mostly made out of stone or metal,(they are not proficient if it Is not made of stone or metal) they are proficient in medium and heavy armor as long as it is at least mostly made out of stone or metal.

Stoneforge weapon: beginning at first level you may make a stoneforge weapon, the weapon must be a simple or martial melee weapon. You spend 1 hour creating the weapon from the earth by shaping tone into the desired shape of your weapon it has all statistics of the chosen weapon, but when making attacks with the weapon you use you wisdom modifier instead of strength for both the attack bonus and the damage bonus. If you loose the weapon or make a new one, the old weapon disintegrates within a few hours. You may only have one stoneforge weapon at a time.

Stoneforge armor: Starting at 1st level you may make one set of heavy or medium armor, you must spend one hour to create this armor from the metals and stone that you pull from the ground and mold into armor. The armor has all qualities of normal armor of the type you chose. If you loose the armor or make new armor the old armor will disintegrate within a few hours. You may only have one set of stoneforge armor at a time.

Stonebind: beginning at 1st level you have the ability to make the ground underneath an enemy reach up and hold them in place. As a standard action make a grapple check with an additional bonus equal to your wisdom modifier against a target who is standing on stone/ dirt or ground that had stone/ dirt no more than one foot of other material on top of it if you succeed the target is grappled and cannot move. During each of their turns they may attempt to reroll their grapple check against what you rolled when you used the ability if they succeed they break free. You may use this ability 2 times/day at first level, 3/day at 5th, 4/day at 8th, 5/day at 15th and 6/day at 19th level

Geomantic healing: starting at 2nd level you can use your control over dirt and stone to be able to close and mend wounds or make casts with rock. Each day as an action you can have a pool of d4’s that you can spend to heal a target. You must be able to touch them and you may roll any number of available d4’s (expending them for the day) and heal the target for that many hit points, you have a number of d4’s equal to your wisdom modifier +level/2 rounded down.

Material magnet Starting at 2nd level you may spend a day to pull metals from the earth to use in making weapons and armor. During a long rest you may make a survival check and you pull an amount of metal equal to the check's result in pounds you may use this metal to forge a weapon with a .

Stone stride: starting at 3rd level terrain that is counted as difficult and is made of dirt or stone allows you to Use half of a movement rather than 2 movement to move 5ft. For example: normally difficult terrain would have you use 20 feet of movement to move 10 feet but you may use 5 ft of movement to move 10 ft over difficult terrain that is made of stone or dirt.

Stone shards: starting at 3rd level you can use an action to fling shards of molten stone at an enemy within 30ft. Make a ranged attack using your wisdom modifier and on a hit you deal 2d6 fire and bludgeoning damage. The damage increases to 4d6 at level 9 and 8d6 at level 14. You may use this ability a number of times equal to your wisdom modifier + your class level per day.

Improved stoneforge equipment: beginning at 4th level you become better at forging weapons and armor from the earth from now on your stoneforge equipment gets a bonus to attack bonus, damage and ac equal to your level/4.

Earth upheaval: starting at 5th level you can cause the ground to upturn and upheave to make it difficult to walk over. As an action have target area within 30ft of you become difficult terrain. This ability affects a 20ft radius circle and an additional 5 ft for each level you have beyond level 4. This ability requires concentration and lasts for one minute. You may use this ability a number of times equal to your wisdom modifier/day.

Lava armor: Starting at 6th level when someone makes a melee weapon stack against you and hits you, you may make a fortitude save against their attack check. If you win you may reflect an amount of damage equal to your (class level + wisdom modifier) back at your attacker, you do not take any deflected damage.

Earth spikes: At 10th level as an action you can generate spikes of stone to pierce out of the ground causing all enemies in a 50ft radius to make a reflex save they take 8d8 bludgeoning damage on a failed save and half on a successful save you may use this ability once per day at 10th level, twice per day at 13th level, and 3 times per day at 18th level. The damage increases by 1d8 for each class level you have beyond level 10.

Stoneforge masterwork: at 20th level you have become an expert in making Stoneforge equipment, and you may choose you stoneforge armor or weapon and give it a +2 bonus to either attack bonus and damage or to AC.


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