Some barbarian cultures revere the hills and mountains for their solid, unyielding nature. Winds may howl, storms may rage and fires may scorch the forests for miles around, but the mountain endures, unbowed and indifferent in the face of nature’s fury. Those who walk the path of the stone warden seek to emulate the mountain’s solid and impregnable nature by forging a primal link with the land itself, transforming themselves into stone-encrusted juggernauts as they rage.
The Crust
At 3rd level, your link to the land causes a layer of flexible stone to cover your body like a second skin. you now have advantage on saving throws against being petrified and you gain a +2 bonus to your Armor Class if you aren’t wearing any armor. You also gain proficiency in Survival and Nature Checks. You also gain Tremorsense for up to 30 ft.
Golden Greatness
Beginning at 6th Level, you can break off your flexible stone to become Gold. You can break off a piece to be worth 250 GP per chunk. You can also throw fool's gold as a projectile that deals 3d6 Magical Bludgeoning. At 12th Level you gain to the ability to turn the Gold into Magma. They could be used like Fireball and other 6th Level or lower fire-based spells, and used to your Barbarian Level per long rest. This does not affect Fool's Gold Projectile and only Magma.
Subterranean Master
At 10th Level, your Earth Powers grow exponentially. You can now cast Earth Tremor and Erupting Earth without spell components, and Mold Earth at will. Wisdom is your spellcasting modifier, and you can only cast each of these spells once per short rest.
Crystalline Self
At 14th Level, you can encase yourself entirely of Crystals. They change your AC to 20 for the duration of using this feature until the end of the next long rest. You also gain access to a summonable, Crystallised Weapon of choice, being any weapon with the additional Crystallised features. You also learn the Language Xorn, and are able to befriend a Xorn without rolling.
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