Fighter Archetype: Stone Warden

Stone Wardens are dwarves who draw a kind of arcane power from the earth and stone they live beneath. They form a powerful connection with the primal element of earth and use their bodies as a conduit for its power. They are masters of martial combat, offering both powerful offense and defense.

Restriction: Dwarves Only

Only Dwarves can pick the Stone Warden Fighter Archetype. Dwarves are specially chosen by Kord to embody the element of earth.

Stonemeld

When you choose this archetype at 3rd level, you gain the ability to channel the power of earth. As a bonus action, you may use the Stonemeld ability to harness the power of the earth. You gain one of the Stonemeld effects. This ability has 4 uses, which increases to 5 at 7th level, 6 at 10th, and 7 at 15th. You regain all uses after a short or long rest.

Stonemeld Abilities. Some of your Stonemeld abilities require you to make a spell attack or your target to make a saving throw to resist the ability's effects. The attack roll and saving throw DC are calculated as follows:

Stonemeld attack modifier = your proficiency bonus + your Strength modifier

Stonemeld save DC = 8 + your proficiency bonus + your Strength modifier Starting at 7th level, as an action you may cast the stoneskin spell on yourself. You do not need to concentrate on this spell. You can cast this spell without the material components. You may use this ability once between a short or long rest.

Stone Shield

Starting at 10th level, when a creature you can see attacks you, you can use your reaction to summon a shield of stone to impose disadvantage on the attack roll.

Rolling Rock

Starting at 15th level, when you roll initiative and have no uses of Stonemeld remaining, you regain 1 charge.

Avatar of Earth

At 18th level, your body takes on the strength and immutability of stone. You gain a +3 bonus to AC, you cease to age, and you cannot be aged magically.

Stonemeld Effects

The Stonemeld effects are presented in alphabetical order.

Earthen Defense. Earth rushes over your body, giving you a defensive outerlayer. You gain temporary hit points equal to your fighter level + your Strength modifier.

Root in Stone. Your legs root into the ground and meld with the earth. You cannot be moved or knocked prone. This effect lasts until the start of your next turn.

Rock Spray. You stomp the ground and magically cause a number of small rocks to surround you. The number of rocks is equal to your proficiency bonus. Until the start of your next turn, you gain +1 AC while the rocks surround you. As an action, you can fire the rocks as a ranged attack at a single target within 30 ft. The target makes a Dexterity saving throw. The target takes 1d4 bludgeoning damage for each rock on a failed save, or half as much on a successful one.

Rocky Grasp. You call forth a hand made of packed earth to grab an opponent. Target creature must succeed on a Dexterity saving throw or be restrained until the start of your next turn.

Stone Strength. The power of the earth rushes through you, and gives you great strength and fortitude. You have advantage on Strength and Constitution saving throws, and Strength (Athletics) checks until the start of your next turn.

Stone Weapon. Your weapon becomes coated in magical stone. Your next attack deal an additional 1d8 bludgeoning damage, and the weapon is considered magical. This ability only works on melee weapons or unarmed strikes. The damage increases to 1d10 at 10th level and 1d12 at 18th level.