Sorcerer
Base Class: Sorcerer

A powerful, natural influence has blessed you, giving you power over the earth and the stone. You can feel the mighty skeins of the ground beneath you, twisting and turning, you can feel the ebb and flow of the land and perhaps even communicate with it, or control it. Will you use it to help others? To preserve the natural world? Or simply for your own power? With the might of the natural world at your fingertips, who knows what you might do.

As a Stone Heart Sorcerer, you might have been granted your power by a Druid blessing you at birth, or perhaps you were born of a confluence with a Dryad, or the Earthmother might have touched you when you were very young, you might not even have noticed, just a warm breeze on a cold Winter's night, or a barren tree bearing fruit as you sat beneath it. Perhaps it was an event later in life, you found some runed artifact pertaining to the natural world, and it granted you powers, or you were exposed to the energy of an elemental plane and somehow survived it. Consult the Stone Heart Origins table for a possible origin of your power.

Stone Heart Sorcerers wield the natural world around them, similar to a Druid, the difference being the power comes from within them, and not from without. They often have a special affinity for rock and stone. Despite stone and rock not commonly being recognized as having intrinsic life, many Stone Hearts claim that if you know how to listen, they will speak to you, teach you, and much more. It has been observed on many occasion that stones and rocks seem to move on their own, and make more noise than they should when a Stone Heart Sorcerer is around.

Stone Heart Origins
D6 ORIGIN
1 You were born to Druidic parents, and though you chose not to join their circle, powerful Druidic magic flows in your veins.
2 A deity of nature blessed you as a child, granting you a special connection to the natural world.
3 You have a splinter from a magical tree you cannot remove, and sometimes it whispers to you about the world around you in a language only you understand.
4 You found a strange, runed stone while cave-delving one day, and it granted you abilities to commune with rock and stone, and even control them.
5 You were raised by a dryad, or among other Stone Hearts, perhaps because you had an innate connection to the earth, and they taught you to use your gift.
6 You drank from a wellspring of elemental power when you were just a child, and it irreversibly changed you.

Stone Magic

1st-level Stone Heart feature

You learn additional spells when you reach certain levels in this class, as shown on the Stone Heart Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation, conjuration or a transmutation spell from the druid or cleric spell list.

Stone Heart Spells
Sorcerer Level Spells
1st earth tremor, bless
3rd heat metal, enhance ability
5th erupting earth, meld into stone
7th stoneskin, stone shape
9th transmute rock, wall of stone

In addition, consult the Manifestations of Stone table and choose or randomly determine a way your connection to the natural world manifests while you are casting any of your sorcerer spells.

Manifestations of Stone
d6 Manifestation
1 Spectral roots form around your legs and feet.
2 Your eyes begin to glow with faint light.
3 Your skin appears to be shifting between different kinds of stone.
4 Floating, glowing-blue runes overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny, beautiful gemstone.
6 Rocks form around you and float up in the air behind you. 

Stone's Durability

1st-level Stone Heart feature

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.

As an action, you can touch a creature, and grant it a base AC of 13 + its Constitution modifier if it isn't wearing armor, and its skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, you use this feature again, or the creature dons armor other than a shield. 

Echoing Earth

6th-level Stone Heart feature

Harness the residual energy of great battles from ages past trapped beneath the surface of the Earth to embolden yourself or your companions. As an action, you spend 1-3 Sorcery Points and touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a die whenever making an attack roll or a saving throw and add the number rolled to the d20 roll.
  • Roll a die. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

The size of the die rolled is equal to 1 + the amount of Sorcery Points you spent. (For example, if you spend 3 sorcery points, the die size is a d4.)

Land's Aegis

14th-level Stone Heart feature

Draw upon the strength within the earth to conjure a barrier of stone or to use the power of nature to heal you and your companions. As an action, you can activate the Land's Aegis aura that radiates 30 feet from you for 1 minute or until you're incapacitated, or end it as a bonus action. Choose Shielded or Embraced, you gain the following effects:

  • If you chose Shielded, you and creatures of your choice within the aura are considered to be protected by Half-Cover. 
  • If you chose Embraced, at the start of your turn, if you and any creatures of your choice within the aura are missing more than half of their hit points and have at least 1 hit point remaining, they regain hit points equal to your spellcasting ability modifier.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Cascading Resonance

18th-level Stone Heart feature

You can call upon the irresistible powers of natures you have at your command. As an action, you can unleash your powers to create a Cascading Resonance, an area where the chaos of nature takes hold, you determine its appearance. A circular area around you to a radius of 360 feet magically becomes difficult terrain for the duration. You and creatures you designate when you use this ability are unaffected by the difficult terrain you create using this ability. You begin to concentrate on this effect as if you were concentrating on a spell.

Each round you maintain concentration on this effect, a different effect is produced on your turn, including the turn you use it. The turn you use it, you produce the effect when you use the ability. On each subsequent round, you produce the effect at the start of your turn. The Cascading Resonance lasts for 5 rounds.

Round 1. You can choose a willing creature within 30 feet of you (including yourself), that creature gains the following benefit until the start of your next turn:

The target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Round 2. You can choose a willing creature within 30 feet of you (including yourself), that creature gains the following benefit until the start of your next turn:

That creature's attacks score a critical hit on a roll of 19 or 20, and they can roll one additional damage die when determining the extra damage for a critical hit.

Round 3. You can choose up to three willing creatures within 30 feet of you (including yourself), each of those creatures gains temporary hit points equal to 3d8 + your Sorcerer Spellcasting Ability Modifier. The temporary hit points granted by this effect are lost at the start of your next turn.

Round 4. Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature of your choice in the area when the this effect happens is also outlined in light if it fails a Dexterity saving throw against your Sorcerer Spell save DC. Until the start of your next turn, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Round 5. You attempt to turn one creature that you can see within 60 feet of you into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this effect must make another Constitution saving throw at the end of its turn, on a success, the effect ends, on a failure it is turned to stone and subjected to the petrified condition for 1 minute.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.

Stone Heart Image

Comments

Posts Quoted:
Reply
Clear All Quotes