Base Class: Barbarian
Stonemasons do not have the same disdain for civilization as most barbarians do, mostly because they constructed most of it. They have worked in quarries and on dangerous scaffolding to create cathedrals, city walls and other places of cultural importance. It is rumoured that they use no hammers, but only their fists, but this is probably just a fable, right? This does not mean they have no right to be mad at the civilisations though, as they are often regarded as lowlifes and often get paid way too little for the work they do. Good thing that these barbarians also know how to bring them down. Their attacks are like sledgehammers and their life of carrying stone blocks has enabled them to throw some around as well. These barbarians a human siege weapons, whipping up rampants and throwing rocks like a catapult. They are headstrong and immovable, like the buildings they construct and then tear down.
Construction
You are an expert at carving rocks with precision. At 3rd level you gain the following:
- Hammer. You gain proficiency with the mason's tools.
- Chisel. You learn the Mold Earth cantrip, which you can cast at will.
- 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.
- Acrophilia. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to keep you from losing balance or falling, you can add your proficiency to the check or double the proficiency if you are already proficient with the skill.
Destruction
You know how to build, but also how to tear it down. When raging you gain the following benefits:
- Battering Ram. Your attacks are all made using the siege property (meaning they deal double damage when targeting objects)
- Corner Stone. You are immune to being stunned or knocked prone.
- Throw boulder. When your hands are empty you can use a bonus action to conjure a boulder into your hands, which you can throw at an enemy with an attack action. Make a strength attack with which you are considered proficient to hurl it at a creature within 30ft. On a hit it does 1d10 + your Strength Modifier + your rage bonus in bludgeoning damage. Hit or miss, the boulder is lost to you, requiring another bonus action to conjure a new one. The boulder has the following properties: heavy, two handed, siege.
Note: When you gain access to extra attack at 5th level, keep in mind that drawing or stowing a weapon can be done once for free per turn, but costs an action to do again. You can conjure a boulder at the end of your turn and throw it on the next turn, so you can potentially throw two boulders on a turn.
Human Catapult
Your arms are like trebuchets, launching rocks at great speeds. At 6th level you can forgo your extra attack when you throw the boulder in order to give it special properties. The damage equals 2d6 + your Strength modifier + double your Rage bonus. It also gains one of the following properties, which you can choose for every throw:
- Longshot. Range increases to 60ft. You can add your rage bonus to the attack roll.
- Shrapnel. Creatures within 10ft of the target must make a Dexterity saving throw against a DC equal to 10 + your Strength modifier, taking your rage bonus in bludgeoning damage on a fail.
- Crush. If a medium or smaller target is hit it makes a Dexterity saving throw equal to throw against a DC equal to 10 + your Strength modifier. On a fail the creatures speed is reduced to 0 and it cannot take bonus actions or reactions until the end of their next turn. On a successful save they only take half damage.
- Break Defenses. This attack ignores resistances to bludgeoning or non-magical attacks. If the creature is immune to those, you can treat them as if they only had resistance.
Rampart
You can quickly build a simple structure to hide behind or overcome an obstacle. At 10th level you can spend an hour with your Mason's tools to build a rampart, provided the area can provide stones or bricks. This can coincide with a short or long rest, but if it is a short rest you cannot spend any hit dice. The rampart is up to 20 ft long, has an AC of 15 and 15 hitpoints. You can choose one of the options from below:
- Slope. You can climb up to a height of 15ft using your normal speed and negating any difficult terrain that might be underneath.
- Bridge. You can cross a chasm, liquid or difficult terrain.
- Wall. Medium creature standing against to the wall have half cover, while small creatures get 3/4 cover.
Rock in the Surf
You are so steady and immovable, that others look to you for guidance. At 14th level, if you do not move during your turn you gain the following benefits:
- You cannot be incapacitated unless you drop to 0 hitpoints. For conditions like paralyzed and petrified all the other penalties apply, but somehow your arms break through, allowing you to take actions or reactions with disadvantage.
- Other creatures have disadvantage on ability checks or spell attacks to move you and you have advantage on saving throws to be moved.
- You can still do an extra attack if you use your Human Catapult feature.
- Small or medium sized allies within 5ft of you can take the hide action, getting half cover. You cannot use your reaction while they hide behind you.
When you move (either by yourself or by someone else) or drop to 0 hitpoints, you lose these benefits. They start again at the end of your first turn in which you do not move.
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