Investiture of Stone: Cast the First Stone
Usable By: Druid, Sorcerer, Warlock, Wizard
Spell Level: 6
School: Transmutation
Casting Time: 1 action
Range: Self
Duration: Concentraion, up to 10 minutes
Components: V, S
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Review by Sam West, @CrierKobold
The first time you picture an earth elemental meld into the earth before erupting out beneath you is magical. Thinking of gliding through stone like water is a big part of the geomancer fantasy. Goliath’s moving boulders with their mind to me is an underexplored element of 5e; if that kind of magic inspires you, Investiture of Stone is the perfect fit.
All of the other Investiture spells do some amount of damage, but not Stone. This spell differs from the rest as its primary best use case in my opinion is out of combat as an exploration tool. Moving through grounds as if it were air is crazy cool text, and so long as it's within your dashing distance, you can do it freely. It's not quite as nuts as something like Etherealness or Wind Walk, but it offers you a flavorful and fun tool for delving into rooms through walls like a ghost. That alone would make me want to take this spell, despite it not being necessarily the best version of this effect you can get.
In combat, this spell is a bit harder to use. You want a group of melee allies to get bonuses off of the creatures you’re knocking prone, and you want to be around a lot of said creatures to knock them prone, but you also don’t want to be near your front line allies as it could knock THEM prone. This is a hard ability to use round after round, can range from granting your allies advantage on all of their attacks to granting enemies advantage on all of THEIR attacks, and sometimes does nothing even when you knock everyone prone just by how initiative order is going. The mobility tool is still great here, though, as it acts as an easy way to get out of a fight in a pickle or cleverly navigate around enemies that otherwise are blocking up an area. Resistance to bludgeoning, slashing, and piercing damage at this point is fine, not revolutionary or anything, but fairly applicable in most large scale fights against large swaths of lower CR baddies.
Investiture of Stone has the bulk of its power in its last line, and its enough power I’d be excited to try it out. Walking through walls is one of my favorite fantasy abilities, and this gives you a pretty clean and powerful way to do it. Investiture of Stone may be the most unique out of the four Investitures, and won’t be for everyone, but if the earth glide effect excites you, you’ll probably have a great time with it.
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