Stonemage

Stonemages are dwarves who draw arcane energy from the natural magic of the earth and stone. They form a powerful connection with the earth, and use their bodies as conduits for the enduring energy that emanates from it. They master martial combat as part of this craft, harnessing the defensive and destructive nature of the earth.

Restriction: Dwarves Only

Only dwarves can choose the stonemage arcane tradition. Dwarves guard their secret knowledge and keep their methods to themselves.

Training in War and Stone

When you adopt this tradition at 2nd level, you gain proficiency in light armor and shields, and you gain proficiency with one type of one-handed melee weapon of your choice. You gain proficiency on Wisdom (Survival) checks made while in a natural underground environment.

Stonemeld

Starting at 2nd level, you can invoke a secret dwarven magic called the Stonemeld, provided that you are standing on solid ground. Your body melds with the earth you stand on, granting you the power of the earth. You gain supernatural endurance, defenses, and focus.

You can use a bonus action to start the Stonemeld, which lasts for 1 minute. It ends early if you are incapacitated, if your feet leave the ground for more than one round, or if you use two hands to make an attack with a weapon. You can also dismiss the Stonemeld at any time you choose (no action required).

While your Stonemeld is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

You gain temporary hit points equal to your wizard level + your Intelligence modifier.

You have advantage on Strength (Athletics) checks.

You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stoneskin

Beginning at 10th level, you can direct your magic to absorb damage while your Stonemeld is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.



Stone's Strength

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Stonemeld is active.

Cantrip

Earthen Strike

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: One round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in jagged rocks until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 piercing damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 piercing damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

































































Credit: Paizo