These (mostly) dwarven geomancers are venerated for their supernatural connection to the earth. Even the dweorg, dvergr, and gitwerc show them respect (and fear) for their divine abilities, knowing full well the terrible powers at their disposal. Their mastery of the terrain is unmatched and they are talented combatants regardless, but within a subterranean arena, their elemental control makes them supreme warriors.
- 1 Class Features
- 2 Stone Lore
- 2.1 Tremorsense
- 2.2 Stonestride
- 2.3 Ability Score Improvement
- 2.4 Tough as Granite
- 2.5 Enforced by the Earth I
- 2.6 Siege Master
- 2.7 Earthen Path
- 2.8 Monument to the Ages
- 2.9 Enforced by the Earth II
- 2.10 Eternal Monument
- 2.11 Divine Calling
- 2.12 Innate Power
- 2.13 Geomancer
Creating a Stonespeaker
As you create your stonespeaker character, spend some time thinking about your culture and race and how it views your gifts and connections with the earth. How did your gift manifest? Was it a cause for celebration or fear? Is your power the result of deliberate study or being chosen by forces beyond your ken? How do you view your own power? As a gift or curse? Do you know why you have been bestowed with the powers of the stonespeaker? Work with your GM to determine how big a part your potential obligations may have in your daily adventuring life and how you view upperworlders and the more common races of the underworld—do you, for example, fear the open sky? If so, then why? Do the stones literally speak to you in a voice only you can perceive or is your communion with the earth a more empathic, spiritual experience? Some stonespeakers pray to deities, while others worship nature or are atheists—it all depends.
You can make a stonespeaker quickly by following these suggestions.
First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the acolyte (for pious stonespeakers) or guild artisan or miner (for secular stonespeakers) background. Third, choose the resistance and acid splash secrets of the stone.
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Mason’s tools
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Animal Handling, History, Insight, Nature, Perception, Religion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) mace or (b) a warhammer (if proficient)
- (a) scale mail or (b) leather armor or (c) chain mail (if proficient)
- (a) light crossbow and 20 bolts or (b) any simple weapon
- (a) priest’s pack or (b) an explorer’s pack
|Level||Proficiency Bonus||Features||Secrets of the Stone||Exploding Earth|
|1st||2||Exploding Earth, Stone Lore class feature, Secrets of the Stone 2 (cantrips)||–|
|2nd||+2||Stone Lore class feature, Tremorsense||2||–|
|4th||+2||Ability Score Improvement||3 (level 1)||1d6|
|5th||+3||Tough as Granite||3||2d6|
|6th||+3||Stone Lore Feature||3||2d6|
|7th||+3||—||4 (level 2)||3d6|
|8th||+3||Exploding Earth (60 ft.) Ability Score Improvement||4||3d6|
|9th||+4||Stone Lore Feature||4||4d6|
|10th||+4||Enforced by the Earth I||5 (level 3)||4d6|
|12th||+4||Ability Score Improvement||5||5d6|
|13th||+5||Earthen Path||6 (level 4)||6d6|
|14th||+5||Exploding Earth (100 ft.)||6||6d6|
|15th||+5||Monument to the Ages||6||7d6|
|16th||+5||Ability Score Improvement||7 (level 5)||7d6|
|17th||+6||Stone Lore Feature||7||8d6|
|18th||+6||Enforced by the Earth II||7||8d6|
|19th||+6||Ability Score Improvement||8 (level 6)||9d6|
|20th||+6||Exploding Earth (Sight), Eternal Monument||8||9d6|
As a stonespeaker, you gain the following class features:
Stonespeakers have supreme command over the forces of the rocks and earth and can cause the ground to violently detonate. As an action, you can point at a 5-foot-square of earth, rock, or other solid material (wood and buildings qualify) you can see within 30 feet. Any creature within the square must succeed on a Dexterity saving throw against DC = 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the explosion inflicts 1d6 + your proficiency bonus + your Wisdom modifier bludgeoning damage, half as much on a failed save. Creatures flying 5 feet or more above the square you designate are immune to exploding earth. You can expend two uses of exploding earth instead to add one of the following effects to your exploding earth:
- Creatures that fail their save have their walking speed reduced by 10 feet until they regain at least 1 hit point.
- The square you targeted with exploding earth is considered to be difficult terrain thereafter.
- Creatures that fail their save are knocked prone.
The amount of damage exploding earth inflicts increases as you gain levels in this class, as shown in the exploding earth column of the Stonespeaker table. At 8th level, the range of this ability increases to 60 feet. At 14th level, it increases to 100 feet. At 20th level, you can use this ability on any creature you can see, no matter how far away it is. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) plus your class level. You regain expended uses when you finish a long rest. If you have no uses of exploding earth left and finish a short rest, you regain 1 use of this class feature.
Secrets of the Stone
Stonespeakers do not prepare or cast spells as other wielders of magic do. Instead, you possess a repertoire of abilities known as secrets of the stone that require you to focus the earthen energies suffusing you. You can use each secret of the stone you know 3 times before requiring a long rest to recharge your uses for that particular secret of the stone. The secrets of the stone column in the stonespeaker table shows the maximum level of secret of the stone you can learn. At 7th level, for example, a stonespeaker knows 2 secret of the stone cantrips, one 1st-level secret of the stones and one 2nd-level secret of the stones. Secrets of the stones behave like spells otherwise, with one notable difference—if a given secret of the stone has an “At Higher Levels” line, a stonespeaker may not use the secret of the stone’s higher level version, unless he learned the secret at that level as well. Uses of the same secret of the stone learned at different levels are tracked independently from one another.
Spellcasting Ability Wisdom is your spellcasting ability for your secrets of the stone, since your power stems from insight into the foundations of the world. You use your Wisdom whenever a secret of the stone refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a secret of the stone you cast and when making an attack roll with one.
Secret of the Stone save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier: = your proficiency bonus + your Wisdom modifier.
You can use a druidic focus, an arcane focus or a holy symbol as a spellcasting focus for your stonespeaker secrets of the stone. Once chosen, this choice cannot be reversed.
Secrets of the Stone Spells
- Cantrips (0 level) acid splash, resistance, dancing lights, light, mending, message, prestidigitation
- 1st level entangle, expeditious retreat, false life, feather fall, identify, longstrider, shield
- 2nd level blur, enlarge/reduce, find traps, locate object, pass without trace
- 3rd level blink, earthen crush, meld into stone, protection from energy, slow, water walk
- 4th level conjure minor elementals, freedom of movement, polymorph (earth elemental only), stone shape, stoneskin
- 5th level animate objects, commune with nature, conjure elemental, mislead, passwall, wall of stone
- 6th level find the path, flesh to stone, move earth, transport via plants (uses rocks instead of plants), true seeing
Different stonespeakers claim different origins for their mastery over earth and rock. Although many variations exist, most of these origins fall in one of three categories: A divine calling, innate power, or the Geomancer’s bending of the earth to his whims.
See Stone Lore descriptions (below).
At 2nd level, a stonespeaker can feel through the very rocks. You gain tremorsense 10 ft. Your tremorsense’s range increases by +10 feet at 5th level, 8th level, 12th level, 15th level and 18th level.
Starting at 3rd level, moving through unworked, nonmagical difficult terrain made of earth and rocks costs you no extra movement. You can also pass through unworked, nonmagical rock or earth obstacles without being slowed by them or taking damage from them, even if they are hazardous. In addition, you have advantage on saving throws against rocks or earthen material that is magically created or manipulated to impede movement.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Tough as Granite
Starting at 5th level, the rocks begin suffusing your being, imbuing you with their vitality. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level above 5th.
Enforced by the Earth I
Starting at 10th level, your body begins taking on qualities associated with the resilient stones of the underworld. Choose slashing, piercing, fire or acid damage. You gain resistance against the chosen damage type. You may select a damage type against which you are vulnerable, but you do not get the usual benefits. Instead, you lose vulnerability to the damage type chosen.
Like the scions of the earth, you are a powerful force to behold when assaulting the inanimate. Starting at 11th level, you deal double damage to objects and structures.
Starting at 13th level, you may, as a reaction to an enemy moving towards you or as an action, duplicate the effects of dimension door, with the restriction that both your current location and destination need to be in contact with earth or rocks. You can use this ability a number of times equal to your Wisdom modifier (with a minimum of once) before requiring a long rest to recharge.
Monument to the Ages
Beginning at 15th level, your body is so suffused with the powers of the stones, you become nigh unbreakable.
You gain resistance to bludgeoning damage and may expend one use of your exploding earth as a reaction to being hit to reduce the damage you take from the attack by 1d10 + your Constitution modifier + your stone speaker level. If you reduce the damage to 0 and it is inflicted by a nonmagical weapon or attack by a creature with a challenge equal to 15 or less, the weapon breaks upon ineffectually trying to injure you.
If the attack thus negated was inflicted by a creature’s natural attack, said creature suffers disadvantage to attacks made with it until it finishes a long rest.
Enforced by the Earth II
At 18th level, you become immune against the damage type chosen with your enforced by the earth I feature.
At 20th level, you are one with the earth and every rock and just as enduring—You gain additional uses of exploding earth equal to your stonespeaker class level.
Your mastery of stone and rock stems from being chosen by a deity or nature itself. Most often, stonespeakers with this stone lore are respected members of a tradition of chosen stewards and shepherds of subterranean communities, though exceptions exist—lone, grizzled survivors of the underworld have been known to exhibit stonespeaker powers after prolonged exposure to the magical geodes deep within the lightless depths, their powers stemming from an instinctual communion with nature itself.
Wrath of the Earth
At 1st level, you can cause the very earth to rise up in defense of you, rebuking assailants. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to expend a use of exploding earth and cause the creature to make a Dexterity saving throw against exploding earth. On a failed save, the creature takes your exploding earth’s damage and falls prone (without requiring you to expend an additional use of exploding earth), half as much damage and no falling prone on a successful save. Additionally, if a creature fails its save against this feature, you may Disengage as a bonus action on your next turn.
Riddle of Stones
At 6th level, you can attune yourself to the eternal knowledge inherent in the earth itself by sitting in meditation and communing with the rocks. During a short rest, you can choose to expend a use of exploding earth to gain proficiency with a single tool or weapon.
You lose this proficiency again when on your next short or long rest.
Embrace of the Earth
At 9th level, you may use an action on your turn to talk to the earth to allow you to pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If properly protected against the heat, you can even swim through lava. While being embraced by the earth, you move through it at your base speed and can breathe as if the earth were air. You can see clearly up to 5 feet while embraced by the earth. Your transit leaves behind no tunnel or hole, nor does it create a ripple or sign of your presence. Using this feature expends one use of the exploding earth feature and its effects last for concentration, up to 10 minutes. If you are still inside solid earth when the effects of this ability end, you die. However, you may, at any time while being embraced by the earth, expend additional uses of exploding earth to reset the duration.
Chosen of the Earth
At 17th level, you are a chosen of a higher elemental power or a deity associated with the earth. As an action, you can expend one use of exploding earth to reinforce this status. Earth elementals, subterranean beasts and creatures from the elemental planes or associated with them (subject to GM’s discretion, as a guideline creatures that speak Terran as their native tongue) refuse to attack you and cease all hostility against you and your allies at the display of your might. Unless you or your allies resume hostilities, the creatures will not stand in your way, but neither are they obliged to help you. They do, however, suffer disadvantage on saves against spells and effects by you and your allies to inflict the charmed condition upon them.
Most common among the dwarven races, some stonespeakers draw their power from their own bodies, channeling the powers of the earth through their very beings. These stonespeakers sometimes belong to established martial traditions or orders, while other times, they are at a complete loss to explain their unique powers.
When you choose this stone lore at 1st level, you gain proficiency with heavy armor.
Armor of Stone
Also at 1st level, you can enhance your armor by calling forth rocks or earth to further enhance your armor. After completing a long rest, you may meditate for 1 minute and expend a use of exploding earth to fashion armor from the earth or enhance your existing armor. You can upgrade your armor by 4 steps, up to the equivalent of plate mail. The stone-enhanced armor behaves as the armor the ability emulates.
Alternatively, the stones can also emulate less powerful armors, up to 4 steps. For example, a stonespeaker not wearing any armor could duplicate padded, leather, studded leather or hide armor. Emulating padded armor would result in the stonespeaker treating the armor of stone as light armor as well as suffering from disadvantage on Stealth checks and provide an AC of 11 + Dexterity modifier. Emulating hide armor would count as wearing medium armor and provide the equivalent of an AC of 12 + Dexterity modifier (maximum 2). A stonespeaker must meet the Strength requirements for heavy armors to use this ability to upgrade an existing armor to heavy armor. Armor of Stone is treated as stone, not as metal for the purpose of interaction with features, spells such as heat metal, etc. Magical properties of armor you wear are not changed by this ability.
At 6th level, as a reaction to being hit with a melee attack, you can expend one use of exploding earth to cause sharp spikes of stones to grow from your body and pierce nearby foes. Creatures within 5 feet of you when you use this feature must make a Dexterity saving throw against your exploding earth DC or be impaled upon those stone spikes, taking exploding earth’s damage as piercing damage. Additionally, the area affected is considered difficult terrain for all creatures apart from you until the end of your next turn.
At 9th level, you gain the ability to infuse your weapon strikes with razor sharp stone shards. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning or piercing damage (your choice, chosen every turn) to the target. When you reach 14th level, the extra damage increases to 2d8. Additionally, as a bonus action, you may expend one use of exploding earth to make this ability’s effects apply to all your attacks for 1 minute.
At 17th level, you learn to conjure forth devastating barriers of churning stones. As an action, you can expend 3 uses of exploding earth to create a variant of blade barrier that deals bludgeoning instead of slashing damage, with a save DC equal to your exploding earth feature’s DC.
You have studied arcane theorems related to stone and earth and learned to utilize it as a lethal force against your foes. Most geomancers are either scholars or people who have studied in one of the underworld’s academies and arcane schools to become a stonespeaker.
Grasp of the Earth
Starting at 1st level, you can petition the earth to hold the fools that dare challenge you. As an action, you can expend a use of exploding earth to cause each creature in a 10-foot cube originating from you to make a Constitution or Strength saving throw (your choice) against your exploding earth save DC. The creatures that fail their saving throws are all grappled or prone until the end of your next turn.
At 6th level, you can expend a use of exploding earth as part of a ranged attack, throw a pebble infused with your exploding earth. The pebble behaves like a dart, but a target hit takes damage as though you successfully affected it with exploding earth. The target hit does not receive a saving throw to halve the damage, but may save against additional effects granted by exploding earth.
At 9th level, you learn to feel stone as it literally shifts to your whim. You may, as an action on your turn, duplicate the effects of telekinesis by expending 3 uses of your exploding earth. The save DC is equal to your exploding earth’s save DC. Stone telekinesis can only manipulate objects and creatures made of stone or earth. Additionally, you gain additional uses of exploding earth equal to your proficiency bonus.
At 17th level, you can manipulate the very earth around you to create a churning maelstrom of deadly earth and rock, crushing your foes while leaving your allies unharmed. You can expend 5 uses of your exploding earth as an action to turn the earth in a radius of 60 feet around you into a rumbling, churning zone of destruction. All creatures within the area are subject to your exploding earth ability and also are subjected to all three additional base effects you can generate by expending an additional use of exploding earth (see exploding earth, above). Creatures affected by this ability, even those that successfully save, treat the area as difficult terrain until the end of your next turn. Additionally, you may exempt up to your Wisdom modifier creatures from the effects of this feature.
Underworld Races and Classes © 2017 AAW Games LLC; Designers: Thilo Graf and Mike Myler