Stoneheart You store this energy until you strike a creature with a
melee attack, at which point you can expend the stored
Your blood comes from a steadfast lineage, touched by the charges to increase the damage roll of that attack by 1d6 per
elemental forces of the earth itself. Be it the blood of ancient stored charge. You can store a maximum of two hits (2d6),
dwarves first formed from stone or from a dao lineage from and once the maximum is reached you must expend the
another plane, your blood runs thicker and your heart beats stored power before the aegis can absorb more damage.
more steady than others. While particularly common among The maximum number of hits you can reduce the damage
the genasi and the dwarves, these sorcerers can appear in of and store energy from before expending it increases to
any bloodline with ancient roots. three (3d6) at 11th level, and again to four at 17th level (4d6).
Blessed with natural resilience and command over the
stones on which they stand, most these sorcerers are solid Stonewalk
and deliberate in both action and thought, slow to act, but Starting at 14th level, you gain a burrowing speed of 15 feet,
once set on a course they become stubborn and immovable allowing to travel through the earth. You can pass through
from their chosen path. soil and stone, but when you pass through stone you leave no
hole behind you, becoming one with it and passing through. If
Variant: Origin Spells you would end your turn inside of stone, you get pushed to
Sorcerer Level Spell where you entered the stone surface.
1st heavy blow* Unity of Stone
3rd earth ripple* Starting at 18th level, you can convert raw strength into
5th erupting earth
arcane might, and arcane might into raw strength. When you
cast a spell, you can make your Strength modifier your spell
7th stoneskin casting modifier. When you make an attack, you can use your
9th wall of stone
Charisma modifier in place of your Strength modifier for the
attack and damage rolls.
Additionally, your Stone's Aegis no longer requires
Steadfast Proficiencies Sorcerer points to use, and when you use it on someone
At 1st level, you gain proficiency with shields, simple other than yourself, both you and the target gain the benefits
weapons, and martial weapons. of the aegis.
Stone's Durability
When you choose this Origin at 1st level, your form begins to Art Credit:
harden, giving you considerable toughness and durability. Nahiri - Magic the Gathering - WotC
Your hit point maximum increases by 1 and increases by 1
again whenever you gain a level in this class.
Additionally, your skin is as tough as stone, sometimes
even bearing rocky protrusions or rock-like texture. When
unarmored, your durable form grants you an AC equals 10 +
your Constitution modifier + your Strength or Charisma
modifier (your choice).
Stone's Aegis
Starting at 6th level, you can form a protective
aegis around a target.
As a bonus action, you can expend 1 sorcery
point to create an aegis protecting yourself
or another allied creature you can see
within 60 feet. The aegis is a visible
aura of protection, though it's
appearance may vary. The aegis
lasts for 1 minute, until you use
it again, or until you are
incapacitated.
Once per turn, when the aegis
is struck by bludgeoning, piercing,
or slashing damage, it absorbs
some of the power from the attack
and empowers you with that power.
The damage the protected creature
takes is reduced by 1d6 and you
store the absorbed energy.
KibblesTasty's Elemental Origins v1
Impact It is slammed in a direction of your choice, taking 2d8
transmutation cantrip bludgeoning damage, being moved 5 feet, and knocked
prone.
Classes: Druid, Occultist, Sorcerer It is impaled by a spike of rock, taking 4d8 piercing
Casting Time: 1 action damage.
Range: Touch
Components: V, S Orbital Stones
Duration: Instantaneous. 4th-level transmutation
You impart great force into a target you touch. Make a Classes: Druid, Sorcerer, Warlock
melee spell attack against the target. On hit, the target takes Casting Time: 1 action
1d10 bludgeoning damage, and is knocked 5 feet directly Range: Self
away from you. Components: V, S
The spell's damage increases by 1d10 when you reach 5th Duration: Concentration, Up to 1 Minute.
level (2d10), 11th level (3d10), and 17th level (4d10). You lift three small to medium rocks or similar objects from
Stone Forming within 10 feet of you, causing them defy to gravity and slowly
transmutation cantrip circle you. While all three are in orbit around you, you have
total cover against ranged attacks. While two are in orbit, you
Classes: Druid, Occultist, Sorcerer have three quarters cover, and while only one remains, you
Casting Time: 1 bonus action have half cover. The spell ends when none of them are
Range: Touch orbiting you.
Components: V, S As a bonus action while at least one object remains in
Duration: Instantaneous. orbit, you can magically fling it at target within 60 feet. Make
You touch a stone surface or the ground, and call forth a ranged spell attack roll. On hit, the target takes 2d12
stone that shapes itself to your command. You can make any bludgeoning damage and is knocked 5 feet directly away from
roughly shaped item from the stone, including functional you.
simple or martial melee weapons. You are proficient with
these weapons. Items crumble to pebbles after 1 minute. Art Credit:
Heavy Blow Lithomancer's Focus - Magic the Gathering - WotC
1st-level transmutation
Classes: Druid, Occultist, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
You impart great heft to a weapon you are holding. The first
time you hit with a melee weapon attack with that weapon
during the spell's duration, your blow strikes with great force,
and the attack deals an extra 2d6 bludgeoning damage to the
target and must succeed a Constitution saving throw, or
become stunned until the start of its next turn.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the extra damage increases by 1d6
for each slot level above 2nd. When cast with a spell slot of
4th level or higher, a target that fails the constitution saving
throw is stunned until the end of its next turn.
Earth Ripple
2nd-level transmutation
Classes: Druid, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cracked pebble)
Duration: Instantaneous.
You cause the earth to deform and ripple, a target creature
must make a Dexterity saving throw or suffer one of the
following effects of your choice:
It is pulled into the earth, taking 1d6 bludgeoning damage
and have their movement speed reduced to zero until it or
another creature spends an action to dig them free.
KibblesTasty's Elemental Origins v1
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