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Stone Dwarf

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but theyre considered young until they reach
the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.
They tend toward good as well, with a strong sense of fair play and a belief that everyone
deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 200 pounds. Your size is
Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You cant discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have
resistance against poison damage (explained in chapter 9).

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and
warhammer.

Tool Proficiency. You gain proficiency with the artisans tools of your choice: smiths tools,
brewers supplies, or masons tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of
stonework, you are considered proficient in the History skill and add double your proficiency
bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard
consonants and guttural sounds, and those characteristics spill over into whatever other language
a dwarf might speak.
Subrace.
Stone Dwarf

As a stone dwarf, you have rocky skin and hair, and remarkable resilience.

Strength of Stone. You strength is increased by 2.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time
you gain a level.
Stone Sorcery

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 stone sorcerers have a natural
affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with
this origin have a knack for wielding both shields and weapons. In combat your place is amid the
fray. You rely on your elemental nature to shield you from harm and your magic and metal
weapons to overwhelm your foes.

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on
weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or
higher, you can select the spell from the following list of spells, in addition to the sorcerer spell
list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer
spell for you.

Spell Spell
Level
1st compelled duel
1st searing smite
1st thunderous smite
1st wrathful smite
2nd branding smite
2nd magic weapon
3rd blinding smite
3rd elemental weapon
4th staggering smite

Stones Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases
by 1, and it increases by 1 again whenever you gain a level in this class.
Your skin grows rocky in appearance and you gain a base AC of 13 + your Constitution modifier as
long as you arent wearing armor other than a shield.
Investiture of stone

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for
your protection. As a reaction to taking damage, you can invoke the power of stone. You body
becomes encased in stone, this grants you resistance to bludgeoning, slashing and piercing. You
also receive temporary hit points equal to your constitution bonus times your sorcerer level.
While encased in stone, your speed is zero and you cannot cast spells, take reactions or actions.
This effect ends at the beginning of your next turn.
Once you use this feature, you cannot use it again until you finish a long or short rest.

Stones Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth
to your melee weapon attacks. When you make a melee weapon attack you may add your
constitution bonus to the damage of the weapon. In addition, your melee weapon attacks are
considered adamantine for the purposes of damage reduction and resistance.

Improved Investiture of Stone

Beginning at 18th level, when you use your Investiture of Stone, you can choose up to three
creatures to gain its benefits. This effect ends at the beginning of the creatures next turn.
Warlock Patron: The Dao
Expanded Spell List
Spell Level Spell
1st earthen ward*
1st earth tremor (ee)
2nd maximilians earthen grip (ee)
2nd magic weapon
3rd erupting earth (ee)
3rd wall of sand (ee)
4th stone shape
4th conjure minor elementals
5th wall of stone
5th transmute rock (ee)

Earthen Soul

Starting at 1st level, your link to the Elemental Plane of Earth allows you to serve as a conduit for
elemental energy. You have resistance to force damage, and when you cast a spell that deals force
or thunder damage, you add your charisma modifier to that damage. Additionally, you know the
mold earth and thunderclap cantrips and can cast them at will. They don't count against your
number of cantrips known.

Vengeance of the Dao

Starting at 6th level, the elemental energy that you channel allows you to overcome grievous
injuries. When you would make a death saving throw, you can instead spring back to your feet
with a burst of thunder. You immediately stand up (if you so choose), and regain hit points equal
to half your hit point maximum. All hostile creatures within 30 feet take 10 + your charisma
modifier thunder damage and are stunned until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.

Elemental Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest.
These temporary hit points equal your warlock level + plus your charisma modifier. Additionally,
choose up to 5 creatures you can see at the end of your rest. Those creatures gain temporary hit
points equal to your warlock level + your charisma modifier.

Hurl through Earth

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly
transport the target through the elemental planes. The creature disappears and hurtles through
this deadly landscape. At the end of your next turn, the target returns to the space it previously
occupied, or the nearest unoccupied space. If the target is not an elemental, it takes 10d10 force
damage from smashing through this landscape. Once you use this feature, you cant use it again
until you finish a long rest.

Eldritch Invocations

Warhammer of the Dao

Prerequisite: The Dao patron, Pact of the Blade feature

When you create your pact weapon as a warhammer, it manifests as a stone warhammer forged
by the Dao. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8
force damage to the target per spell level, and you can knock the target prone if it is Huge or
smaller.

Grasp of the Dao

Prerequisite: The Dao patron, eldritch blast cantrip

Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that
creature in a straight line 10 feet closer to yourself.
New Spells

Booming Blade

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
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 sheathed in booming energy until the start of your next
turn. If the target willingly moves before then, it 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.

Green-Flame Blade

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
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 green fire leaps 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. 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.

Mold Earth

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot
cube. You manipulate it in one of the following ways:
1 If you target an area of loose earth, you can instantaneously excavate it, move it along the
ground, and deposit it up to 5 feet away. This movement doesnt have enough force to cause
damage.
2 You cause shapes, colors, or both to appear on the dirt or stone, spelling out words,
creating images, or shaping patterns. The changes last for 1 hour.
3 If the dirt or stone you target is on the ground, you cause it to become difficult terrain.
Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.

Thunderclap

Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other
than you within 5 feet of you must make a Constitution saving throw. On a failed save, the
creature takes 1d6 thunder damage.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Earthen Ward

1st-Level transmutation
Classes. Wizard, Druid
Casting Time. Bonus Action
Components. S, V, M (a small clump of clay or gravel)
Range. 60 ft
Duration. Up to 10 minutes (concentration)
A fine layer of clay and or stone manifests and surrounds a creature of your choice within range,
granting it a +2 bonus to AC for the duration.

Earth Tremor

1st-level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area
must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage
and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain
until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

Maximilians Earthen Grasp

2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A
Medium hand made from compacted soil rises there and reaches for one creature you can see
within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes
2d6 bludgeoning damage and is restrained for the spells duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength
saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a
successful one.
To break out, the restrained target can make a Strength check against your spell save DC. On a
success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different
unoccupied space within range. The hand releases a restrained target if you do either.

Erupting Earth

3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone
erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity
saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, the ground in that area becomes difficult terrain until
cleared away. 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 3rd level or higher, the damage
increases by 1d12 for each slot level above 2nd.
Wall of Sand

3rd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can
make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell
ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and
must spend 3 feet of movement for every 1 foot it moves there.

Transmute Rock

5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Instantaneous
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is
within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
thick and flowing mud that remains for the spells duration.
If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into
it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on
the ground when you cast the spell must make a Strength saving throw. A creature must also
make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a
creature sinks into the mud and is restrained, though it can use an action to end the restrained
condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must
make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half
as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep
transforms into soft stone for the spells duration. Any creature in the mud when it transforms
must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock.
The restrained creature can use an action to try to break free by succeeding on a Strength check
(DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted
safely to the surface to an unoccupied space.
Feats

Fell Handed
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following
benefits when using any of them:
You gain a +1 bonus to attack rolls you make with the weapon.
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you
can knock the target prone if the lower of the two d20 rolls would also hit the target.
Whenever you have disadvantage on a melee attack roll you make with the weapon, the target
takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses
but the higher of the two d20 rolls would have hit.
If you use the Help action to aid an allys melee attack while youre wielding the weapon, you
knock the targets shield aside momentarily. In addition to the ally gaining advantage on the
attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

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