Stoneheart Defender

You heard the steadfast, unyielding call from the mountains, which dwarves and gnomes have felt for generations. The stones called to you, beckoning for a protector to defend the mountains from those that would despoil them, from both within and without. You might be a watchman of old dwarven walls, or a sentinel, patrolling the lookouts of high mountain peaks. Regardless of where you stand, you are unmovable: a mountain in the shape of a man. You draw your power from the earth beneath your feet and can crush your enemies with the strength of stone.

 

Level 3: Roots of Rock

When you use your Warden’s Grasp ability, rocky roots sprout from your feet, anchoring you securely. Until the start of your next turn, you have a +2 bonus to your Armor Class.

Additionally, until you move, you can’t be shoved or pushed from wherever you are standing by hostile actions, spells, or effects, unless you choose to be. You have advantage on Strength saving throws against being knocked prone, can’t slip or fall from ledges, and are immune to the fly, levitate, and telekinesis spells.

 

Level 6: Earthshatter

You can choose to use Warden’s Grasp as an action, rather than a bonus action. When you do so, each creature affected must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

 

Level 13: Mettle

Your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Level 20: Immortal Mountain

You can summon the power of true earth as an action, protecting yourself in an encasement of stone. For 1 minute, you gain the following benefits:

 
  • Bludgeoning, piercing, and slashing damage you take is reduced by 5.
  • You gain the effects of your Roots of Rock feature for the entire duration.
  • As you move, you can choose to upend the earth at your feet, leaving behind a 5-foot-wide trail of difficult terrain behind you wherever you move.
 

Once you use this feature, you can’t use it again until you finish a long rest.


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