BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Stone Singer

Stone Singer Quirks d6 Quirk 1 Your shoes and feet are always dusty 2 You have the pressing urge to eat rocks 3 Your body has a web of cracks stretching across it 4 The ground rumbles slightly with your footsteps 5 Stone ripples to your touch 6 You feel most comfortable sleeping on earth
  Stone Singer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stone Singer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Stone Singer Spells Ranger Level Spells 3rd earth tremor 5th shatter 9th meld into stone 13th stone shape 17th transmute rock Earthen Armament Beginning at 3rd level, you can coat your weapons in sheathes of fragile stone. As a bonus action, you can cause one weapon or piece of ammunition to gain a coating of rock around itself until the end of your turn. The next time you hit with that weapon or piece of ammunition, the coating explodes and deals an additional 1d6 piercing damage to the target and another creature of your choice within 5 feet of it. Stone Step Beginning at 3rd level, as an action you can gain a burrowing speed of 5 feet until the end of your turn. This increases to 10 feet at 11th level. When you reach 11th level in this class, you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Granite Guard Starting at 7th level, you learn to extend your manipulation of stone in to a defensive armor, for a time. When you use your Earthen Armament feature, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of your next turn, or until you take damage. Boulder Breaker At 11th level, you can deliver a devastating blow to your foes. Once on your turn, you can deal an extra 1d6 bludgeoning damage to one target you hit with an attack. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone or pushed 15 feet away from you, your choice. If, as a result of being pushed away, the target would collide with a solid surface, or an object or creature that is its size or larger, it takes an additional 1d6 bludgeoning damage. Diamond Defense Starting at 15th level, when a creature hits you with an attack but before the damage is dealt, you can use your reaction to gain a number of temporary hit points equal to half your Ranger level + your Constitution modifier.

Comments

Please Login in order to comment!