Stone Wielder (5e Class)
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The Halfling hiding among the rocks on top of the cliff picks up a fist size stone and throws it down hitting the giant in the head. The giant roars out and the halfling vanishes into the large boulder next to him.
Heart of Stone
Stone Wielders are men and women who embrace the earth and more so the Stones, Rocks, and Boulders that can be found among soil. These people have a kinship with the stone. This link is so strong that many claim that stone is their spirit animal.
A Stone Wielder can be the big man working in the mines or the small woman in the sun dress digging in her garden and everything between.
Creating a Stone Wielder
Now think about who makes up your character, what is their background? How did they end up as a Stone Wielder? Was it something they were drawn to as a child? Was it something that they discovered later in life. Was it part of their job or studies? Do they look fondly at at this kinship with stone? Do they speak openly about this kinship or are they guarded about their feelings?
What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.
It can be hard to find good backgrounds for an Stone Wielder. Miner will be the most widely applicable background. Guild artisan may be chosen if they are sculptor or a gem cutter. A noble background could be chosen for how well educated lords and ladies can be. Creativity will be your best guide for your background.
- Quick Build
You can make a Stone Wielder quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength and Dexterity. Choose the Miner background. Choose Athletics, Persuasion, and Intimidation as your skills. Choose a pick and dungeoneer's pack for your starting equipment in addition to anything granted by your background.
As a Stone Wielder you gain the following class features.
- Hit Points
Armor: Light armor, shield
Weapons: Simple weapons, war pick
Tools: Jeweler’s tools, Mason’s tools, Knapping Tools
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Insight, Nature, and Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a war pick or (b) a simple weapon and a shield
- (a) a sling and 10 stones or (b) any simple weapon
- (a) dungeoneer's kit or (b) explorer's kit
- leather armor, mason's tools
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
|1st||+2||Stone Thrower, Specially Prepared Rocks|
|2nd||+2||Stone Connection, Stone Magic|
|3rd||+2||Stone Wielder Archetype|
|4th||+2||Ability Score Improvement|
|5th||+3||Stone Resilience, Structural Integrity Detection|
|7th||+3||Giant Knocker, Stonework|
|8th||+3||Ability Score Improvement|
|11th||+4||One With The Stone|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st level, you can bring out the potential in stones and rocks as a weapon. Any regular stone when thrown by you is considered a ranged simple weapon with the finesse and thrown (15/30) property, and causes 1d6 bludgeoning damage on a hit.
The damage of your thrown rocks increases to 2d6 at 5th level and 3d6 at 11th level.
- Quick Throw
In addition, you can make a quick throw with a stone using a bonus action. You can make this quick throw a number of times equal to your level in this class. You regain your uses of your quick throw after a short or a long rest.
Specially Prepared Rocks
Beginning at 1st level, over the course of a short or a long rest, you can prepare and cut a number of rocks equal to twice your proficiency bonus. When you hit a creature with these specially prepared rocks, you cause additional damage equal to your Stone Wielder level. In addition, even on a miss, the target takes damage equal to half your stone wielder level (rounded down, minimum of 1).
Starting at 2nd level, you gain a deeper understanding and connection with stones. You gain the following benefits:
- You gain a climbing speed equal to your walking speed when in surfaces made out of stone.
- You have advantage on Intelligence checks to identify stones, Wisdom (Survival) checks made on environments with a large stone surface and Dexterity (Stealth) checks to blend in with stones.
- You have advantage on Intelligence (Investigation) and Wisdom (Perception) to perceive traps, hidden doors or notice details in structures or objects made out of stone.
Also at 2nd level, your connection with stones give access to a limited form of magic that targets only stones. You can spend a number of uses of your Quick Throw feature to cast a spell. The amount of uses spent must be equal to the level of the spell.
The maximum level you can cast equals your proficiency bonus - 1. For example, at 5th level o you can cast 2nd level spells. You cannot cast more than two spells between rests, regardless of the level of the spell.
Wisdom is your spellcasting ability for your Stone Wielder spells.
- Cantrip (at will)
- 1st-level spells
catapult (you can only throw stones)
knock (targeting only stone objects)
meld into stone, speak with plants (targeting stones).
stone shape, stoneskin
wall of stone
Stone Wielder Archetype
Starting at 3rd level, you can choose one specialization to further your stone wielding abilities. You can choose between the Stone Warrior and the Stone Caster. Your choice grant you features at 3rd level, and again at 9th, 13th and 17th levels.
At 5th level, your body starts to assume the endurance of stones. You gain resistance to non-magical slashing and piercing damage.
At 11th level you gain resistance to magical or non-magical slashing and piercing damage, and resistance to non-magical bludgeoning damage.
Structural Integrity Detection
Also at 5th level, whenever you hit an object or creature made out of stone you know its AC , number of hit points, damage resistances (if any) and damage threshold, if any.
At 6th level, whenever you make a quick throw or use a Specially Prepared Rock, you make the attack with advantage.
In addition, your attacks with thrown rocks and stones ignore resistance and immunity to non-magical damage.
At 7th level, as an action, you can make a special throw of rocks to daze, instead of hurt your opponents. Instead of making an attack, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + ability modifier) or be stunned.
Also at 7th level, you become extremely apt in handling stones. You have advantage on all your checks made with the mason's tools and jeweler's tools, and advantage on all Strength, Intelligence and Wisdom checks involving handling stones.
At 14th level, you gain a powerful supernatural connection with stones. You gain tremorsense up to a range of 10 feet. In addition, you can always detect the exact type of stone or rock you touch, and the value of any gemstone.
At 15th level, you can spend two uses of your Quick Throw to perform a massive throw, by grabbing and throw an huge rock using both hands towards an enemy, as a bonus action.
Your massive throw causes 6d6 damage on a hit add your Strength modifier as a bonus to the damage (in addition to any ability modifier used on the attack).
At 18th level, you can use an action to regain all uses of your Quick Throws. You regain one use of this feature when you finish a long rest.
At 20th level, you can use your action to unleash the full power of the stones. You can make one attack with a stone against each hostile creature within 15 feet as part of this action. Once you do so, you can't do it again until you finish a long rest.
In addition, you can prepare twice the amount of Specially Prepared Rocks during a rest.
Stone Wielder Archetypes
- Stone Fighting Style
At 3rd level when you choose this archetype, you gain proficiency with medium armor and with the sling. You have no disadvantage on making attacks with a stone or a sling against a creature within 5 feet. In addition, you gain one of the following styles:
- Momentum Blow. If you move at least 15 feet in a straight line before hitting a creature with a stone, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your ability modifier) or be pushed 10 feet back.
- If this movement causes the target to collide with another creature, that also take the damage of the attack.
- Feller Blow. Whenever you hit an opponent with a stone when you have advantage on the attack, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your ability modifier) or be knocked prone and drop one object it is wielding in one of his hands (its choice).
- Stunning Blow. If you hit your opponent with a stone two times in a row, the target is stunned until the end of your next turn.
- Precise Blow. You gain a bonus of +1 to your attacks with stones. In addition, if you miss a creature with an attack with a stone, you deal damage equal to your ability modifier to that creature. At 14th level, you add 1d6 to the damage dealt.
- Polished Stones
At 9th level, once in each of your turns when you hit a creature with a stone thrown from your hand or shot from a sling, you cause additional 1d8 damage. This damage increases to 2d8 at 15th level.
- Jagged Stones
At 13th level, during a short or long rest, you can modify a number of stones equal to half your level (rounded down) by carving sharp edges on it. On a hit with these stones, you deal additional slashing damage equal to the bludgeoning damage caused.
- Bleeding Stones
At 17th level, whenever you hit a creature with a jagged stone, that creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + ability modifier used on the attack). On a failed save, the creature takes necrotic damage equal to the normal damage dice for your thrown stones at the end of each of its turns.
To stop the bleeding, the creature must regain at least 1 hit point or succeed on a Wisdom (Medicine) check against the save DC.
- Lucky Stone
At 3rd level when you choose this archetype, you can choose to carry a stone as a lucky charm. You can choose one of the following benefits for your lucky charm, that can be changed on a short or a long rest.
- Health Charm. You can spend one use of your Quick Throws to hold your lucky charm onto your chest as a bonus action. Doing so causes you to regain a number of hit points equal to the damage dice of your stones, and end one harmful condition targeting you.
- Elemental Charm. You write an elemental rune on your lucky charm. Choose acid, cold, fire, lightning or thunder. When you hit a creature with a stone, you cause additional damage equal to to your Wisdom modifier, from the type chosen for your charm. You can use this additional damage a number of times equal to your level in this class, and regain your uses after a short or long rest.
- Good Luck Charm. When you activate this charm and as a bonus action you can give yourself advantage on an attack roll or ability check you make. You have a number of uses of this charm equal to your level, regaining it after a short or long rest.
- Talent Charm. Choose two skills you are proficient with. You gain advantage on checks made with the chosen skill as long as you carry this charm with you.
- Protection Charm. While wielding this charm, you choose one damage type of your choice. As a reaction when you take damage from the chosen type, you can halve the damage taken. You have a number of uses of this charm equal to your level, regaining it after a short or long rest.
- Magical Stones
At 9th level, you can create special magical stones. These magical stones are consumables, and break upon use. Any creature can use these stones as an action, and you can use it as a bonus action. You have the following options:
- Mending Stone. A creature or object in which this stone is used (including yourself) regain a number of hit points equal to the damage dice of your stone + your Wisdom modifier.
- Elemental Stone. This stone causes the same damage of a normal stone, but the damage type is acid, cold, fire, lightning or thunder, instead of the regular one.
During a short or long rest, you can create a number of these stones equal to your level in this class.
- Improved Charms
Starting at 13th level, each of your charms gain an additional benefit when used:
- Health Charm. Upon regaining hit points with this charm, you also gain temporary hit points equal to the amount of hit points you just regained.
- Elemental Charm. Whenever you score a critical hit while carrying this charm, you cause additional 1d12 damage. The damage type is the same of the chosen for the elemental charm.
- Good Luck Charm. When you roll a die for this charm using your bonus action, you can record the number rolled instead of gaining advantage. For the next minute, you can replace the result of any die you roll or the die of any roll made against you but the recorded number. You can't have more than one number recorded at the same time. If not used within the minute, the number is lost.
- Talent Charm. While carrying the talent charm, you add half your proficiency bonus, rounded down, to any ability check that doesn't add your proficiency already.
- Protection Charm. Choose one ability score. Your have advantage on saving throws related to the chosen score while carrying the charm.
- True Lucky Stone
At 17th level, you create the perfect lucky charm. This charm causes one ability score of your choice to increase in 2, up to a maximum of 22. You can change the chosen score whenever you finish a long rest.
In addition, whenever you make an ability check or saving throw using the chosen score, you have advantage on the roll.
Proficiencies. When you multiclass into the stone wielder class, you gain the following proficiencies: light armor, simple weapons.