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Deepstone Sentinel

Deepstone Investiture

When you choose this archetype at 3rd level, you begin to control the very ground on which you walk. You learn the mold earth cantrip and can cast it at will.   In addition, you learn the earth tremor spell, and can cast it at its lowest level without expending a spell slot. Your spellcasting ability for this spell is Strength, and your spell save DC is calculated as follows:   Deepstone Investiture save DC = 8 + your proficiency bonus + your Strength modifier    You are immune to the difficult terrain created by the spell when you cast it in this way. Once you cast the spell in this way, you can't do so again until you finish a short or long rest.

Mountain Fortress Stance

When you reach 7th level, you learn the fighting stance utilized by the Deepstone Sentinels. You can use a bonus action to enter mountain fortress stance. While you are in the stance, you gain the following benefits:
  • You have advantage on Strength ability checks and saving throws
  • You can't be knocked prone or moved against your will You gain tremorsense with a radius of 10 feet 
The stance lasts until you take the Dash action, you are incapacitated or knocked unconscious, or until you end it as a bonus action.

Pillar of Earth

Beginning at 7th level, you can use an action to choose a point on the ground within 60 feet of you, which must be unworked earth or stone. A cylindrical pillar with a 5-foot diameter erupts from the ground at that point. The pillar can be anywhere from 1 foot to 10 feet tall. If the pillar erupts underneath a creature, that creature must succeed on a Dexterity saving throw or fall prone. The DC for this save is equal to the save DC of your Deepstone Investiture feature. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 2d6 bludgeoning damage and is pushed off, landing prone in an adjacent space.   A pillar has AC 5 and 10 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain in its space that lasts until the rubble is cleared. It takes 1 minute to clear away the rubble. A pillar remains until you use an action to cause it to sink back into the ground, or until it is destroyed.

Stone Curse

At 10th level, you learn additional techniques implemented during the mountain fortress stance. While you are in that stance and hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw. The DC for this save is equal to the save DC of your Deepstone Investiture feature. On a failed save, you can choose to either knock the target prone or reduce its speed to 0 until the end of its next turn. You can force this saving throw only once per turn.   If a creature fails this saving throw on its turn (as the result of an opportunity attack) and you choose to reduce its movement speed, its movement speed is instead reduced to 0 until the end of the current turn.

Awaken the Stone

Starting at 15th level, you can cast the erupting earth spell at its lowest level without expending a spell slot or providing material components. Once you cast the spell in this way, you can't do so again until you finish a short or long rest.

Deepstone's Passage

Starting at 15th level, you can create passages in the tunnels of the deep. You can cast the passwall spell without expending a spell slot or providing material components. However, you can only affect stone or earth with the spell.   Once you cast the spell in this way, you can't do so again until you finish a long rest.

Stone Simulacrum

When you reach 18th level, you can move the very stone to fight your opponents in your name. As an action, choose an unoccupied space on the ground within 30 feet of you, which must be unworked earth or stone. A Large stone statue of you erupts from the ground in that space. The statue has the statistics of a stone golem with the following changes:
  • It has 50 hit points
  • Its Wisdom score is 3
  • Instead of immunity, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
  • It doesn't have a Multiattack
  • It can't use the Slow action option.
The statue rolls initiative when you conjure it, and it acts on that initiative count. On your turn, you can use a bonus action to mentally command the statue if it is within 500 feet of you. You decide what action the statue will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.   If you issue no commands, the statue only defends itself against hostile creatures. Once given an order, the statue continues to follow it until its task is complete.   The statue lasts for as long as you maintain concentration (as if concentrating on a spell) for up to 1 minute, or until it is reduced to 0 hit points.   Once you use this feature, you can't use it again until you finish a long rest.

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