Flesh of Stone, can alter your appearance in a myraid of different ways for example: bits of dust falling from your body and mud permanently clinging to your clothes. Otherwise you could be as shiny and polished as gemstones, with skin tones of deep brown, or black shot through with seams of metalic silvers or ruddy reds. In extreme cases some warlocks grow tusks and horns of polished crystals. Others have limbs slowely transmute themselves into living stone as they use their magic.

Starting at 6th level, you begin to outwardly display signs of the primordial magic channeled through your body. You gain an AC bonus of +1 from natural armour and resistance to petrification. Additionaly moving through nonmagical difficult terrain costs you no extra movement.

When you deal force damage to a target in the Mountains Shadow the target must succeed on a Strength saving throw or become Staggered; the next attack roll made against it has advantage.

You gain advantage on any ability saves that would apply a forced movement effect or attempt to force you prone.

Each creature other than yourself within 5ft of the target area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and have their movement speed reduced to 0 until the end of their next turn. This area increases in size by 5ft at lvl 5, 9, 13 and 17. The ground in the affected area is difficult terrain until cleared.

At 1st level your patron allows you to cast the Mountains Shadow by targeting a 5x5 foot unoccupied area of nonmagical, unworked earth or stone with an eldritch cantrip.

At 1st level you can choose to replace one of your current ability saves with proficency in Constitution saving throws. You also gain proficency with medium armor and shields.

The Soul of the Mountain lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

You have made your pact with a powerful being from the elemental plane of earth, awakening the latent earth magic in your blood. Such creatures aims are generaly considered evil, driven by an insatiable greed for wealth. As well as an the desire to extend their territory and merchant empires.

Terran Affinity

At 10th level your elemental metamorphis allows you to use abilities unique to Earth Elementals. By concentrating on the connection with your patron and expending a warlock spell slot you can temporarily gain the Earth Glide ability. Gaining a burrow speed equal to your nomal movement through nonmagical, earth and stone. While doing so, you don't disturb any of the material you move through.



Earth Strike: Once per turn you may use a melee attack or eldritch cantrip against a 5x5ft area of unoccupied difficult terrain, creating an explosion of rocks and debris. All creatures other than yourself within 10ft of your target area must make a Dexterity saving throw (this affects a smaller area if triggered by a ranged spell attack, only affecting creatures within 5ft of your target area). Creatures who fail this save take 3d6 bludgeoning damage.



Any terrain targeted by this ability is cleared. This ability ends all effects of the Mountains Shadow on a targeted area.





Dominate Earth: As an action you create a shockwave in the ground 25ft long and 5ft wide extending from you in a direction of your choice. Each creature in this line must succeed on a Dexterity saving throw or have their movement speed reduced to 0 until the end of their next turn. The affected area becomes difficult terrain and acts and as if cast by the Mountains Shadow ability.



You can use Dominate Earth a number of times equal to your Constitution modifier before you must finish a long rest.

Prince of Earth

Starting at 14th level, the Soul of the Mountain has enabled you to take mastery of the terrain around you. Any difficult terrain you create as a result of a spell (excluding cantrips) is treated as if created by the Mountains Shadow ability.





The Mountains Shadow is empowered, it now deals 3d6 bludgeoning damage to all creatures who fail its Dexterity save. You may also choose to knock creatures who fail this save prone instead of reducing their movement speed.



Additionally you learn to cast the Mountains Shadow a number of times equal to your Charisma modifier before resting.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Earths Call

Prerequisite: magic stone cantrip, Soul of the Mountain

This invocation increases the damage of the magic stone cantrip at 5th level by 1d6 (2d6), 11th level (3d6), and 17th level (4d6).



In addition a flying creature that takes damage from this spell is cursed. Their flying speed reduced by 10ft. Each additional time a creature cursed by Earths Call takes damage from this spell they must succeed on a Charisma saving throw or have their flying speed reduced by a further 10ft.

This curse ends after the target finishes a short rest.

Unstoppable Force

Prerequisite: 5th level, Soul of the Mountain patron, Pact of the Tome feature.

Whenever you cast a Warlock concentration spell, you can use your bonus action to cause one creature affected by the spell to become vulnerable to either slashing, piercing or bludgeoning damage for its duration. If a creature would have resistance to this damage type its resistance is ignored.

Bonds of Stone

Prerequisite: 5th level, Soul of the Mountain patron, Pact of the Chain feature

Your familiar uses your proficiency bonus instead of its own. It also adds half your proficiency bonus (rounded up) to its AC and its damage rolls.

Mercy of the Dao

Prerequisite: 5th level, Soul of the Mountain patron, Pact of the Blade feature

You can draw a unique warhammer up from the earth using your Pact of the Blade feature. Animated ropes of steel grow from the earth, delicately weaving together to form the weapons grip and haft. The metal rods carrying with them a block of roughly hewn stone, set securely in the head of the imposing weapon.



When attacking with a melee weapon that deals bludgeoning damage, while under the affect of the Mountains Shadow. You can can choose to use your Charisma modifier instead of Strength or Dexterity when making attack or damage rolls.

Shifting Fortress

Prerequisite: 9th level, Soul of the Mountain patron

You gain the ability to draw forth a coloumn of stone as an action. You can use this ability on any unoccupied space within 10ft of you or any terrain affected by the Mountains Shadow that you can see. This coloumn has a diamater of 3ft and can be up to 30ft tall. It can provide three quater cover from ranged attacks to any adjacent creature no larger than Medium positioned behind it; Gains a +5 to AC and Dexterity saving throws.



If you are targeted by a ranged spell or attack while while under the affects of the The Mountains Shadow you may use this ability as a reaction. Creating a coloumn up to 10ft tall anywhere in the triggering abilities path.

Terran Mastery

Prerequisite: 15th level, Pact of the Tome, Soul of the Mountain patron

You have improved your Terran Affinity ability, gaining the ability to use it once per short rest without expending a spell slot. While concentrating on this ability your burrowing speed from Earth Glide is doubled and your Earth Stike ability is improved, becoming Earthen Eruption.





Earthen Eruption: You may use a single bolt from your eldritch blast cantrip against a 5x5ft area of unoccupied terrain, causing a sudden eruption of rocks and debris. All creatures adjacent to an area targeted by this ability other than yourself must make a Dexterity saving throw. A creature who fails this save takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is pushed 5ft away from the affected area.



*Normal terrain affected by this ability becomes difficult terrain alternatively difficult terrain targeted by this ability is cleared.

Primordial Warrior

Prerequisite: 15th level, Pact of the Blade, Soul of the Mountain patron

You have gained the ability to clad yourself in the debris created when casting the Mountains Shadow. While under the effect of the Mountains Shadow ability you can choose to use the loose earth at your feet to armour yourself. As a reaction you work the earth at your feet and create an earthen shell around you. For the next minute you may choose to use your Charisma modifier instead of Strength or Athletics when making checks or unarmed attacks. Additionaly you gain resistance to any non-magical bludgeoning, piercing or slashing damage.



You cant use this ability again untill you finish a long rest.

Change Log Expanded Spell list, Shield of Faith as a first lvl?

Commune with nature instead of transmute rock?

Added a saving throw to Earths Calls stacking affect. Tidied its curse ends text.

Added an ability to use Shifting fortress to raise a single pillar as an action, increasing versatility. Dont think the coloumn requires an AC or HP as it should be easy to destroy.

Completely reworked Elemental Thrall and Terran Mastery.

Added Primordial Warrior, unsure about the balance of adding stone skin to the list of affects generated by the Mountains Shadow, but is probably okay considering its lvl cap.

Action Economy added to Dominate Earth

The Mountains Shadow reworded to specify that the ability can only be used on nonmagical, unworked earth or stone. Similar to an elementals Earthglide ability.

be used on nonmagical, unworked earth or stone. Similar to an elementals Earthglide ability. Updated the formatting on Elemental Thrall for Clarity.



