Base Class: Druid
Inscribe magic into stone and command golems
Shaman of Stone
At 2nd level when you choose this Circle you gain proficiency in Intelligence(Arcana) and Mason's Tools. Additionally you gain the Magic Stone cantrip and it scales in damage like other cantrips, becoming 2d6 + spellcasting at 5th level, 3d6 + spellcasting at 11th level and 4d6 + spellcasting at 17th level.
Rune Carver
Starting at 3rd level you now regain your spell slots after a short or long rest. However, during a short rest you can expend a spell slot to create a Runestone using your Mason's Tools. The spell slot spent this way doesn't regain until you take a long rest. As you gain access to higher level spells, you learn to inscribe Runestones of equal potency up to 5th level spells.
When you create a Runestone, you implant a single cantrip or spell of equal level to the spell slot spent (inscribing a cantrip requires a 1st level spell slot) into the stone and give it a command word. Once created, the Runestone holds a single charge of that cantrip/spell and cannot hold any other cantrip/spell. Anyone can use a 1st level Runestone you've created so long as you teach them the command word; it is an Action to use a Runestone. Runestones of 2nd level or higher used by a non-caster require them to make a Wisdom check equal to your spell save DC - level of the spell slot used to create the Runestone. On a fail the Runestone loses its charge and the spell is not cast. All Runestones use your spell attack and spell save DC of the time of their creation, so a Runestone created at 3rd level will keep your 3rd level spell DC even after you reach 4th/5th level. This means if you want an updated Runestone you will have to make a new one.
After you complete a long rest, any Runestones that expended their charge are restored.
Runic Guardian
At 6th level you learn to create a construct of stone. In order to create this construct you must have access to at least 200 lbs of workable stone. As an hour long ritual, while using your Mason's Tools, you can expend up to half your druid level (rounded down) worth of spell slots to create a Runic Guardian, these spell slots recover after a short rest. It can take the form of a humanoid or a beast that you can Wild Shape into so long as it does not have a fly speed. When you create the Runic Guardian, you inscribe Runestones onto it choosing what spells are inscribed at the time of creation. The Runestones have a combined level that is equal to the spell slots spent when creating it, at 6th level you have 3 spell levels to work with; meaning 3 1st level spells, a 2nd and 1st level spell or a single 3rd level spell.
In combat, the Runic Guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take one of the actions in its stat block, cast an inscribed spell or take the Dash, Disengage, or Help action.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Mason’s Tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Runic Guardian returns to life after 1 minute with all its hit points restored.
You can create a new Runic Guardian if you have your Mason’s Tools and you have access to 200lbs of workable stone. If you already have a Runic Guardian from this feature, the first one immediately crumbles.
Runic Guardian
Medium construct, neutral
Armor Class 15 (natural armor)
Hit Points equal to five times your level in this class + your Wisdom modifier + the Runic Guardian's Constitution modifier
Speed 30 ft.
Skills Perception +5
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge n/a
Magical Polishing . The following numbers increase by 1 when your proficiency bonus increases by 1: the Runic Guardian’s skill bonuses, the bonuses to hit and damage of its slam.
Vigilant. The Runic Guardian can’t be surprised.
Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8+3 bludgeoning damage.
Use Runestone. The Runic Guardian casts one of the spells inscribed into it. (all recharge naturally after you complete along rest)
Reaction
Defend Ally. The Runic Guardian imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than itself.
Bodily Inscription
At 10th level during a rest, by reducing your maximum hit points by Wisdom modifier + spell level (up to 5th level), you etch a rune into your flesh. This rune is now a permanent scar on your body and can only be healed by Greater Restoration, if healed the magic is removed and your hit point maximum is restored. The spell you graft into your skin is now always prepared and does not count against your spells known. Additionally, once per day you cast the spell without expending a spell slot. You can have up to 1/4 of your druid level worth of spells grafted into your body, reducing your hit point maximum each time you graft a new rune.
Overcharge
At 14th level you learn to pour your energy into your Runic Guardian. While touching your Runic Guardian you may expend any number of spell slots of any level equal to half your druid level in addition to a single use of your Wild Shape, these spell slots only restore after a long rest. You gain a point of Exhaustion in exchange for Overcharging your Runic Guardian. Overcharge lasts for 1 minute and while Overcharged, your Runic Guardian gains the following benefits:
- It gains temporary hit points equal to the combined levels of the spell slots used to Overcharge + half your druid level.
- It can make 3 attacks on its turn provided you command it to Attack as your Bonus Action.
- It has advantage on all saving throws.
- It can cast its Runestone(s) indefinitely for the duration provided you command it to Use Runestone as your Bonus Action.
Once you Overcharge your Runic Guardian you cannot do so again until you take a long rest (at 20th level you can use this feature twice per long rest). Once Overcharge ends on your Runic Guardian it becomes dormant for 1 minute; its movement speed becomes 0 and cannot take any actions. You can end its dormant state early by expending a spell slot while touching it.
Previous Versions
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10/30/2019 2:43:53 AM
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4
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3
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1.0
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Coming Soon
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