Base Class: Fighter
You are a master of molding earth and stone to your will. Should you ask the earth something surely it will deliver. You have spent your life learning how to forge powerful weapons from mere stone and the art is second nature to you. You are the backbone of your team, arming them with whatever you wish.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You know the cantrips Mold Earth and Mending. You learn a cantrip of your choice from the wizard spell list at 10th level.
Spell Slots
The Lithomancy Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Lithomancy Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Lithomancy Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
0 |
3 |
2 |
— |
— |
— |
|
4th |
0 |
4 |
3 |
— |
— |
— |
|
5th |
0 |
4 |
3 |
— |
— |
— |
|
6th |
0 |
4 |
3 |
— |
— |
— |
|
7th |
0 |
5 |
4 |
2 |
— |
— |
|
8th |
0 |
6 |
4 |
2 |
— |
— |
|
9th |
0 |
6 |
4 |
2 |
— |
— |
|
10th |
1 |
7 |
4 |
3 |
— |
— |
|
11th |
1 |
8 |
4 |
3 |
— |
— |
|
12th |
1 |
8 |
4 |
3 |
— |
— |
|
13th |
1 |
9 |
4 |
3 |
2 |
— |
|
14th |
1 |
10 |
4 |
3 |
2 |
— |
|
15th |
1 |
10 |
4 |
3 |
2 |
— |
|
16th |
1 |
11 |
4 |
3 |
3 |
— |
|
17th |
1 |
11 |
4 |
3 |
3 |
— |
|
18th |
1 |
11 |
4 |
3 |
3 |
— |
|
19th |
1 |
12 |
4 |
3 |
3 |
1 |
|
20th |
1 |
13 |
4 |
3 |
3 |
1 |
Stoneforge
When you choose this archetype at 3rd level, you gain the ability to shape weapons from stone. You plunge your hand into the earth, liquifying it and coalescing the iron minerals into a melee weapon of your choosing. You can perform this ritual once per day, crafting a weapon in this manner takes 10 minutes. These weapons are not bound to you and can be used by others.
Mystic Forge
At 3rd level, you may choose two traits from the Mystic Forge table, you choose 1 extra at 7th, 10th, and 15th level. When forging a new weapon you can imbue one of these traits into it, and at 10th level you may imbue one extra trait into newly forged weapons.
Mystic Forge Table
The following are traits that can be imbued into your weapon when forging a new one. Each trait can be learned once, unless if the trait has (Multi #). You can not take a trait with multi more than once each time you gain new traits.
Fiery (Multi 3)
When forging your weapon with this trait, it never cools from the forge, when unsheathed it glows red and sheds bright light in a 40 foot radius and dim light for an additional 40 feet. When you attack with this weapon, it deals an additional 1d6 fire damage for each time you took this trait.
Improved (Multi 3)
When forging your weapon with this trait, it gains a bonus +1 to attack and damage made with this weapon for each time you took this trait.
Precise
When forging a finesse weapon with this trait, this weapon is lighter than normal, making its wielder more accurate. When you make a dexterity based attack with this weapon and roll a 1 to hit, you can reroll the die and must use the new roll, if you roll less than a 15 on that die then that weapon breaks in half after it deals damage.
Silver
When forging your weapon with this trait, you are particular in which materials you pull together. Your weapon is forged from pure silver and has the silvered attribute.
Stone Cocoon
At 10th level, when you take a long rest you can encase yourself in stone. While you are in this state, creatures must make a DC 24 Wisdom (investigation) check to locate you. While you rest, you are aware of every creature within 100 feet of you that is making contact with the ground (directly as if standing in a field or indirectly as if sitting in a tree or inside of a house).
Greater Mending
At 7th level, your mending cantrip can be used to repair breaks in weapons you forged with the Stoneforge feature restoring their magical properties.
Call of Earth
At 15th level, your attunement to the earth gives you the ability to shift the terrain around you. Twice per long rest, as an action you can alter the ground around you for 1 minute, in a 60 foot radius to one of the following effects:
Overgrowth. Creatures other than you must make a Strength saving throw for every 30 feet of movement they take. On a failed saving throw the creature is knocked prone.
Sand. Creatures other than you have their speed reduced by half.
Tremor. Each creature other than you that starts its turn in the effected area must make a Dexterity saving throw or be knocked prone.
Pass Through Stone
Starting at 18th level, the earth beneath your feet is no more a hindrance to you than the ocean is to a fish. Once per long rest, as an action you can easily walk through natural walls and sink into the ground, moving through it at half your movement speed. You can stay in this form for up to one hour, after which you are ejected to the nearest ground, and take 1d10 force damage for each 5 feet you were moved.
Previous Versions
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